#include "file_system.hpp"
#include "gameconfig.hpp"
#include "gettext.hpp"
+#include "exceptions.hpp"
+#include "flip_level_transformer.hpp"
// the engine will be run with a logical framerate of 64fps.
// We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
delete end_sequence_controller;
delete level;
delete context;
+
+ current_ = NULL;
}
void
context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
LAYER_FOREGROUND1);
- sprintf(str, "TUX x %d", player_status.lives);
+ sprintf(str, "TUX x %d", player_status->lives);
context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
CENTER_ALLIGN, LAYER_FOREGROUND1);
Menu::current()->event(event);
main_controller->process_event(event);
if(event.type == SDL_QUIT)
- throw std::runtime_error("Received window close");
+ throw graceful_shutdown();
}
// playback a demo?
tux.set_bonus(ICE_BONUS, false);
}
if(main_controller->check_cheatcode("lifeup")) {
- player_status.lives++;
+ player_status->lives++;
}
if(main_controller->check_cheatcode("lifedown")) {
- player_status.lives--;
+ player_status->lives--;
}
if(main_controller->check_cheatcode("grease")) {
tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
// be invincle for the rest of the level
tux.invincible_timer.start(10000);
}
+ if(main_controller->check_cheatcode("mortal")) {
+ // give up invincibility
+ tux.invincible_timer.stop();
+ }
if(main_controller->check_cheatcode("shrink")) {
// remove powerups
tux.kill(tux.SHRINK);
}
if(main_controller->check_cheatcode("kill")) {
// kill Tux, but without losing a life
- player_status.lives++;
+ player_status->lives++;
tux.kill(tux.KILL);
}
+ if(main_controller->check_cheatcode("whereami")) {
+ std::cout << "You are at x " << tux.get_pos().x << ", y " << tux.get_pos().y << "." << std::endl;
+ }
#if 0
if(main_controller->check_cheatcode("grid")) {
// toggle debug grid
debug_grid = !debug_grid;
}
#endif
- if(main_controller->check_cheatcode("hover")) {
- // toggle hover ability on/off
- tux.enable_hover = !tux.enable_hover;
- }
if(main_controller->check_cheatcode("gotoend")) {
// goes to the end of the level
tux.move(Vector(
currentsector->camera->reset(
Vector(tux.get_pos().x, tux.get_pos().y));
}
+ if(main_controller->check_cheatcode("flip")) {
+ FlipLevelTransformer flip_transformer;
+ flip_transformer.transform(GameSession::current()->get_current_level());
+ }
if(main_controller->check_cheatcode("finish")) {
// finish current sector
exit_status = ES_LEVEL_FINISHED;
// don't add points to stats though...
}
- // temporary to help player's choosing a flapping
- if(main_controller->check_cheatcode("marek")) {
- tux.flapping_mode = Player::MAREK_FLAP;
- }
- if(main_controller->check_cheatcode("ricardo")) {
- tux.flapping_mode = Player::RICARDO_FLAP;
- }
- if(main_controller->check_cheatcode("ryan")) {
- tux.flapping_mode = Player::RYAN_FLAP;
- }
}
void
exit_status = ES_LEVEL_FINISHED;
return;
} else if (!end_sequence && tux->is_dead()) {
- if (player_status.lives < 0) { // No more lives!?
+ if (player_status->lives < 0) { // No more lives!?
exit_status = ES_GAME_OVER;
} else { // Still has lives, so reset Tux to the levelstart
restart_level();
-((pause_menu_frame * i)%SCREEN_WIDTH)
,(i*20+pause_menu_frame)%SCREEN_HEIGHT),
Vector(SCREEN_WIDTH,10),
- Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
+ Color(0.1, 0.1, 0.1, static_cast<float>(rand() % 20 + 1) / 255.0),
+ LAYER_FOREGROUND1+1);
}
context->draw_filled_rect(
Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
- Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
+ Color(
+ static_cast<float>(rand() % 50) / 255.0,
+ static_cast<float>(rand() % 50) / 255.0,
+ static_cast<float>(rand() % 50) / 255.0,
+ 0.5), LAYER_FOREGROUND1);
#if 0
context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
Vector(SCREEN_WIDTH/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
static const float elapsed_time = 1.0 / LOGICAL_FPS;
// old code... float elapsed_time = float(ticks - lastticks) / 1000.;
if(!game_pause)
- global_time += elapsed_time;
+ game_time += elapsed_time;
// regulate fps
ticks = SDL_GetTicks();
while (SDL_PollEvent(&event)) {
main_controller->process_event(event);
if(event.type == SDL_QUIT)
- throw std::runtime_error("Received window close event");
+ throw graceful_shutdown();
}
if(main_controller->pressed(Controller::JUMP)
|| main_controller->pressed(Controller::PAUSE_MENU)
|| main_controller->pressed(Controller::MENU_SELECT))
running = false;
+ else if(main_controller->pressed(Controller::DOWN))
+ box->scrolldown();
+ else if(main_controller->pressed(Controller::UP))
+ box->scrollup();
box->draw(*context);
draw();
+ sound_manager->update();
}
delete box;
void
GameSession::drawstatus(DrawingContext& context)
{
- player_status.draw(context);
+ player_status->draw(context);
if(config->show_fps) {
char str[60];
- snprintf(str, sizeof(str), "%2.1f", fps_fps);
+ snprintf(str, sizeof(str), "%3.1f", fps_fps);
context.draw_text(white_text, "FPS",
Vector(SCREEN_WIDTH -
- white_text->get_text_width("FPS "), 40),
+ white_text->get_text_width("FPS ") - BORDER_X, BORDER_Y + 40),
LEFT_ALLIGN, LAYER_FOREGROUND1);
context.draw_text(gold_text, str,
- Vector(SCREEN_WIDTH-4*16, 40),
+ Vector(SCREEN_WIDTH-4*16 - BORDER_X, BORDER_Y + 40),
LEFT_ALLIGN, LAYER_FOREGROUND1);
}
}
sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
- sprintf(str, _("COINS: %d"), player_status.coins);
+ sprintf(str, _("COINS: %d"), player_status->coins);
context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
context.do_drawing();