more fixes
[supertux.git] / src / gameloop.cpp
index aa5e1c7..d05379f 100644 (file)
@@ -99,6 +99,9 @@ GameSession::GameSession(const std::string& levelname_, int mode, bool flip_leve
   if(flip_levels_mode)
     flip_level = true;
 
+  last_swap_point = Vector(-1, -1);
+  last_swap_stats.reset();
+
   restart_level();
 }
 
@@ -129,6 +132,11 @@ GameSession::restart_level()
   if(flip_level)
     level->do_vertical_flip();
 
+  global_stats.reset();
+  global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
+  global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
+  global_stats.set_total_points(TIME_NEEDED_STAT, level->time_left);
+
   currentsector = level->get_sector("main");
   if(!currentsector)
     Termination::abort("Level has no main sector.", "");
@@ -138,9 +146,19 @@ GameSession::restart_level()
   if(tux_pos.x != -1)
     {
     tux_pos = currentsector->get_best_spawn_point(tux_pos);
+
+    if(last_swap_point.x > tux_pos.x)
+      tux_pos = last_swap_point;
+    else  // new swap point
+      {
+      last_swap_point = tux_pos;
+
+      last_swap_stats += global_stats;
+      }
+
     currentsector->player->base.x = tux_pos.x;
     currentsector->player->base.y = tux_pos.y;
-    
+
     // has to reset camera on swapping
     currentsector->camera->reset(Vector(currentsector->player->base.x,
                                         currentsector->player->base.y));
@@ -152,8 +170,6 @@ GameSession::restart_level()
         levelintro();
     }
 
-  global_stats.reset();
-
   time_left.init(true);
   start_timers();
   currentsector->play_music(LEVEL_MUSIC);
@@ -175,8 +191,10 @@ GameSession::levelintro(void)
   DrawingContext context;
   currentsector->background->draw(context);
 
-  context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
-      CENTER_ALLIGN, LAYER_FOREGROUND1);
+//  context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
+//      CENTER_ALLIGN, LAYER_FOREGROUND1);
+  context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
+      LAYER_FOREGROUND1);
 
   sprintf(str, "TUX x %d", player_status.lives);
   context.draw_text(white_text, str, Vector(screen->w/2, 210),
@@ -230,11 +248,12 @@ GameSession::on_escape_press()
         it could have nasty bugs, like going allways to the right
         or whatever that key does */
       Player& tux = *(currentsector->player);
-      tux.key_event((SDLKey)keymap.jump, UP);
-      tux.key_event((SDLKey)keymap.duck, UP);
+      tux.key_event((SDLKey)keymap.up, UP);
+      tux.key_event((SDLKey)keymap.down, UP);
       tux.key_event((SDLKey)keymap.left, UP);
       tux.key_event((SDLKey)keymap.right, UP);
-      tux.key_event((SDLKey)keymap.fire, UP);
+      tux.key_event((SDLKey)keymap.jump, UP);
+      tux.key_event((SDLKey)keymap.power, UP);
 
       Menu::set_current(game_menu);
       Ticks::pause_start();
@@ -425,6 +444,11 @@ GameSession::process_events()
                           player_status.lives--;
                           last_keys.clear();
                           }
+                        if(compare_last(last_keys, "grease"))
+                          {
+                          tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
+                          last_keys.clear();
+                          }
                         if(compare_last(last_keys, "invincible"))
                           {    // be invincle for the rest of the level
                           tux.invincible_timer.start(time_left.get_left());
@@ -436,7 +460,8 @@ GameSession::process_events()
                           last_keys.clear();
                           }
                         if(compare_last(last_keys, "kill"))
-                          {    // kill Tux
+                          {    // kill Tux, but without losing a life
+                          player_status.lives++;
                           tux.kill(tux.KILL);
                           last_keys.clear();
                           }
@@ -452,6 +477,22 @@ GameSession::process_events()
                           currentsector->camera->reset(Vector(tux.base.x, tux.base.y));
                           last_keys.clear();
                           }
+                        // temporary to help player's choosing a flapping
+                        if(compare_last(last_keys, "marek"))
+                          {
+                          tux.flapping_mode = Player::MAREK_FLAP;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "ricardo"))
+                          {
+                          tux.flapping_mode = Player::RICARDO_FLAP;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "ryan"))
+                          {
+                          tux.flapping_mode = Player::RYAN_FLAP;
+                          last_keys.clear();
+                          }
                   break;
 
                 case SDL_JOYAXISMOTION:
@@ -476,11 +517,20 @@ GameSession::process_events()
                   else if (event.jaxis.axis == joystick_keymap.y_axis)
                     {
                       if (event.jaxis.value > joystick_keymap.dead_zone)
-                        tux.input.down = DOWN;
-                      else if (event.jaxis.value < -joystick_keymap.dead_zone)
+                        {
+                        tux.input.up = DOWN;
                         tux.input.down = UP;
+                        }
+                      else if (event.jaxis.value < -joystick_keymap.dead_zone)
+                        {
+                        tux.input.up = UP;
+                        tux.input.down = DOWN;
+                        }
                       else
-                        tux.input.down = UP;
+                        {
+                        tux.input.up = DOWN;
+                        tux.input.down = DOWN;
+                        }
                     }
                   break;
 
@@ -507,7 +557,7 @@ GameSession::process_events()
             
                 case SDL_JOYBUTTONDOWN:
                   if (event.jbutton.button == joystick_keymap.a_button)
-                    tux.input.up = DOWN;
+                    tux.input.jump = DOWN;
                   else if (event.jbutton.button == joystick_keymap.b_button)
                     tux.input.fire = DOWN;
                   else if (event.jbutton.button == joystick_keymap.start_button)
@@ -515,7 +565,7 @@ GameSession::process_events()
                   break;
                 case SDL_JOYBUTTONUP:
                   if (event.jbutton.button == joystick_keymap.a_button)
-                    tux.input.up = UP;
+                    tux.input.jump = UP;
                   else if (event.jbutton.button == joystick_keymap.b_button)
                     tux.input.fire = UP;
                   break;
@@ -539,6 +589,7 @@ GameSession::check_end_conditions()
   if(end_sequence && !endsequence_timer.check())
     {
       exit_status = ES_LEVEL_FINISHED;
+      global_stats += last_swap_stats;  // add swap points stats
       return;
     }
   else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
@@ -603,8 +654,9 @@ GameSession::action(double frame_ratio)
 
     int red = rand() % 255;  // calculate firework color
     int green = rand() % red;
-    currentsector->add_particles(epicenter, Vector(1.4,1.4), Vector(0,0),
-                                 45, Color(red,green,0), 3, 1300);
+    currentsector->add_particles(epicenter, 0, 360, Vector(1.4,1.4),
+                   Vector(0,0), 45, Color(red,green,0), 3, 1300,
+                   LAYER_FOREGROUND1+1);
 
     SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
     random_timer.start(rand() % 400 + 600);  // next firework
@@ -935,12 +987,11 @@ bool process_load_game_menu()
 
       if (access(slotfile.c_str(), F_OK) != 0)
         {
+          shrink_fade(Vector(screen->w/2,screen->h/2), 600);
           draw_intro();
         }
 
-      // shrink_fade(Point((screen->w/2),(screen->h/2)), 1000);
       fadeout(256);
-
       DrawingContext context;
       context.draw_text(white_text, "Loading...",
                         Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
@@ -948,6 +999,7 @@ bool process_load_game_menu()
 
       WorldMapNS::WorldMap worldmap;
 
+      worldmap.set_map_filename("icyisland.stwm");
       // Load the game or at least set the savegame_file variable
       worldmap.loadgame(slotfile);