Just removed upside down thing. Done.
[supertux.git] / src / gameloop.cpp
index cb670d5..c50f53b 100644 (file)
@@ -53,6 +53,7 @@
 #include "tile.h"
 #include "particlesystem.h"
 #include "resources.h"
+#include "background.h"
 #include "music_manager.h"
 
 GameSession* GameSession::current_ = 0;
@@ -65,6 +66,7 @@ GameSession::GameSession(const std::string& subset_, int levelnb_, int mode)
   
   global_frame_counter = 0;
   game_pause = false;
+  fps_fps = 0;
 
   fps_timer.init(true);            
   frame_timer.init(true);
@@ -144,11 +146,9 @@ GameSession::levelintro(void)
   music_manager->halt_music();
   
   char str[60];
-  if (get_level()->img_bkgd)
-    get_level()->draw_bg();
-  else
-    drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
+
+  Camera dummy;
+  world->background->draw(dummy, LAYER_BACKGROUND0);
 
   sprintf(str, "%s", world->get_level()->name.c_str());
   gold_text->drawf(str, 0, 220, A_HMIDDLE, A_TOP, 1);
@@ -482,7 +482,7 @@ GameSession::check_end_conditions()
 void
 GameSession::action(double frame_ratio)
 {
-  if (exit_status == ES_NONE)
+  if (exit_status == ES_NONE && !world->get_tux()->growing_timer.check())
     {
       // Update Tux and the World
       world->action(frame_ratio);
@@ -660,8 +660,8 @@ GameSession::run()
 /* Bounce a brick: */
 void bumpbrick(float x, float y)
 {
-  World::current()->add_bouncy_brick(((int)(x + 1) / 32) * 32,
-                         (int)(y / 32) * 32);
+  World::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
+                         (int)(y / 32) * 32));
 
   play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
 }
@@ -672,7 +672,7 @@ GameSession::drawstatus()
 {
   char str[60];
 
-  sprintf(str, "%d", player_status.score);
+  snprintf(str, 60, "%d", player_status.score);
   white_text->draw("SCORE", 0, 0, 1);
   gold_text->draw(str, 96, 0, 1);
 
@@ -719,10 +719,8 @@ GameSession::drawresultscreen(void)
 {
   char str[80];
 
-  if (get_level()->img_bkgd)
-    get_level()->draw_bg();
-  else
-    drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
+  Camera dummy;
+  world->background->draw(dummy, LAYER_BACKGROUND0);  
 
   blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);