Added a Jump 'n Bump like way to show statistics.
[supertux.git] / src / gameloop.cpp
index 4c427d1..4431f16 100644 (file)
@@ -61,6 +61,7 @@
 #include "intro.h"
 #include "misc.h"
 #include "camera.h"
+#include "statistics.h"
 
 GameSession* GameSession::current_ = 0;
 
@@ -150,6 +151,8 @@ GameSession::restart_level()
         levelintro();
     }
 
+  global_stats.reset();
+
   time_left.init(true);
   start_timers();
   currentsector->play_music(LEVEL_MUSIC);
@@ -407,6 +410,18 @@ GameSession::process_events()
                           {
                           player_status.lives++;
                           last_keys.clear();
+                          // "lifeup" activates pause cause of the 'p'
+                          // so work around to ignore it
+                            if(game_pause)
+                              {
+                                game_pause = false;
+                                Ticks::pause_stop();
+                              }
+                            else
+                              {
+                                game_pause = true;
+                                Ticks::pause_start();
+                              }
                           }
                         if(compare_last(last_keys, "lifedown"))
                           {
@@ -515,11 +530,14 @@ GameSession::check_end_conditions()
   else if(!end_sequence && endtile && endtile->data == 0)
     {
       end_sequence = ENDSEQUENCE_RUNNING;
-      random_timer.start(200);  // start 1st fire work
+      random_timer.start(200);  // start 1st firework
       last_x_pos = -1;
       SoundManager::get()->play_music(level_end_song, 0);
       endsequence_timer.start(7000); // 5 seconds until we finish the map
       tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
+
+      // add left time to stats
+      global_stats.set_points(TIME_NEEDED_STAT, time_left.get_gone());
     }
   else if (!end_sequence && tux->is_dead())
     {
@@ -556,18 +574,20 @@ GameSession::action(double frame_ratio)
     newsector = newspawnpoint = "";
   }
 
-  // on end sequence make a few fire works
+  // on end sequence make a few fireworks
   if(end_sequence == ENDSEQUENCE_RUNNING && !random_timer.check())
     {
     Vector epicenter = currentsector->camera->get_translation();
     epicenter.x += screen->w * ((float)rand() / RAND_MAX);
     epicenter.y += (screen->h/2) * ((float)rand() / RAND_MAX);
 
-    int red = rand() % 255;  // calculate fire work color
+    int red = rand() % 255;  // calculate firework color
     int green = rand() % red;
-    currentsector->add_particles(epicenter, 45, Color(red,green,0), 3, 1.4, 1300);
+    currentsector->add_particles(epicenter, Vector(1.4,1.4), Vector(0,0),
+                                 45, Color(red,green,0), 3, 1300);
 
-    random_timer.start(rand() % 400 + 600);  // next fire work
+    SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
+    random_timer.start(rand() % 400 + 600);  // next firework
     }
 }
 
@@ -771,7 +791,7 @@ GameSession::drawstatus(DrawingContext& context)
 {
   char str[60];
   
-  snprintf(str, 60, " %d", player_status.score);
+  snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1);
   context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
 
@@ -841,7 +861,7 @@ GameSession::drawresultscreen(void)
   context.draw_text_center(blue_text, _("Result:"), Vector(0, 200),
       LAYER_FOREGROUND1);
 
-  sprintf(str, _("SCORE: %d"), player_status.score);
+  sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
   context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
 
   sprintf(str, _("COINS: %d"), player_status.distros);