#include "title.hpp"
#include "mainloop.hpp"
-#include "video/screen.hpp"
#include "video/drawing_context.hpp"
#include "video/surface.hpp"
#include "audio/sound_manager.hpp"
#include "object/player.hpp"
#include "resources.hpp"
#include "gettext.hpp"
-#include "misc.hpp"
#include "textscroller.hpp"
+#include "fadeout.hpp"
#include "file_system.hpp"
#include "control/joystickkeyboardcontroller.hpp"
#include "control/codecontroller.hpp"
#include "main.hpp"
#include "log.hpp"
+#include "options_menu.hpp"
#include "console.hpp"
+#include "random_generator.hpp"
+
+enum MainMenuIDs {
+ MNID_STARTGAME,
+ MNID_LEVELS_CONTRIB,
+ MNID_OPTIONMENU,
+ MNID_LEVELEDITOR,
+ MNID_CREDITS,
+ MNID_QUITMAINMENU
+};
void
TitleScreen::update_load_game_menu()
TitleScreen::generate_contrib_menu()
{
/** Generating contrib levels list by making use of Level Subset */
- std::vector<std::string> level_worlds;
+ std::vector<std::string> level_worlds;
char** files = PHYSFS_enumerateFiles("levels/");
for(const char* const* filename = files; *filename != 0; ++filename) {
std::string filepath = std::string("levels/") + *filename;
contrib_menu->add_label(_("Contrib Levels"));
contrib_menu->add_hl();
-
+
int i = 0;
for (std::vector<std::string>::iterator it = level_worlds.begin();
it != level_worlds.end(); ++it) {
if (contrib_world_menu->get_item_by_id(index).kind == MN_ACTION) {
sound_manager->stop_music();
GameSession* session =
- new GameSession(
- current_world->get_level_filename(index), ST_GL_PLAY);
+ new GameSession(current_world->get_level_filename(index));
main_loop->push_screen(session);
}
- }
+ }
}
void
controller->press(Controller::RIGHT);
// Determine how far we moved since last frame
- float dx = fabsf(last_tux_x_pos - tux->get_pos().x);
- float dy = fabsf(last_tux_y_pos - tux->get_pos().y);
-
- // Calculate space to check for obstacles
+ float dx = fabsf(last_tux_x_pos - tux->get_pos().x);
+ float dy = fabsf(last_tux_y_pos - tux->get_pos().y);
+
+ // Calculate space to check for obstacles
Rect lookahead = tux->get_bbox();
lookahead.move(Vector(96, 0));
-
+
// Check if we should press the jump button
bool randomJump = !randomWaitTimer.started();
bool notMoving = (fabsf(dx) + fabsf(dy)) < 0.1;
- bool pathBlocked = !sector->is_free_space(lookahead);
+ bool pathBlocked = !sector->is_free_space(lookahead);
if (!controller->released(Controller::JUMP)
&& (notMoving || pathBlocked || randomJump)) {
float jumpDuration;
if(pathBlocked)
jumpDuration = 0.5;
else
- jumpDuration = float(rand() % 500 + 300) / 1000.0;
+ jumpDuration = systemRandom.randf(0.3, 0.8);
jumpPushTimer.start(jumpDuration);
- randomWaitTimer.start(float(rand() % 3000 + 3000) / 1000.0);
+ randomWaitTimer.start(systemRandom.randf(3.0, 6.0));
}
// Keep jump button pressed
last_tux_y_pos = tux->get_pos().y;
// Wrap around at the end of the level back to the beginnig
- if(sector->solids->get_width() * 32 - 320 < tux->get_pos().x) {
+ if(sector->get_width() - 320 < tux->get_pos().x) {
sector->activate("main");
sector->camera->reset(tux->get_pos());
}
TitleScreen::TitleScreen()
{
controller.reset(new CodeController());
- titlesession.reset(new GameSession("levels/misc/menu.stl", ST_GL_DEMO_GAME));
+ titlesession.reset(new GameSession("levels/misc/menu.stl"));
Player* player = titlesession->get_current_sector()->player;
player->set_controller(controller.get());
+
+ main_menu.reset(new Menu());
+ main_menu->set_pos(SCREEN_WIDTH/2, 335);
+ main_menu->add_entry(MNID_STARTGAME, _("Start Game"));
+ main_menu->add_entry(MNID_LEVELS_CONTRIB, _("Contrib Levels"));
+ main_menu->add_submenu(_("Options"), get_options_menu());
+ main_menu->add_entry(MNID_CREDITS, _("Credits"));
+ main_menu->add_entry(MNID_QUITMAINMENU, _("Quit"));
}
TitleScreen::~TitleScreen()
sector->activate(sector->player->get_pos());
}
- Menu::set_current(main_menu);
+ Menu::set_current(main_menu.get());
}
void
{
Sector* sector = titlesession->get_current_sector();
sector->deactivate();
+ Menu::set_current(NULL);
}
void
{
Sector* sector = titlesession->get_current_sector();
sector->draw(context);
-
- /*
- if (Menu::current() == main_menu)
- context.draw_surface(logo, Vector(SCREEN_WIDTH/2 - logo->get_width()/2, 30),
- LAYER_FOREGROUND1+1);
- */
context.draw_text(white_small_text, " SuperTux " PACKAGE_VERSION "\n",
Vector(0, SCREEN_HEIGHT - 50), LEFT_ALLIGN, LAYER_FOREGROUND1);
sector->update(elapsed_time);
make_tux_jump();
-
+
Menu* menu = Menu::current();
if(menu) {
menu->update();
-
- if(menu == main_menu) {
+
+ if(menu == main_menu.get()) {
switch (main_menu->check()) {
case MNID_STARTGAME:
// Start Game, ie. goto the slots menu
Menu::push_current(contrib_menu.get());
break;
case MNID_CREDITS:
- fadeout(500);
- main_loop->push_screen(new TextScroller("credits.txt"));
+ main_loop->push_screen(new TextScroller("credits.txt"),
+ new FadeOut(0.5));
break;
case MNID_QUITMAINMENU:
- main_loop->quit();
+ main_loop->quit(new FadeOut(0.25));
break;
}
} else if(menu == load_game_menu.get()) {
std::stringstream stream;
stream << slot;
std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
-
+
if(confirm_dialog(bkg_title, str.c_str())) {
str = "save/slot" + stream.str() + ".stsg";
log_debug << "Removing: " << str << std::endl;
}
update_load_save_game_menu(load_game_menu);
- Menu::set_current(main_menu);
+ Menu::set_current(main_menu.get());
}*/
process_load_game_menu();
} else if(menu == contrib_menu.get()) {
// reopen menu of user closed it (so that the app doesn't close when user
// accidently hit ESC)
if(Menu::current() == 0) {
- Menu::set_current(main_menu);
+ Menu::set_current(main_menu.get());
}
}
stream << "save/" << worlddirname << "_" << slot << ".stsg";
std::string slotfile = stream.str();
- fadeout(256);
-
try {
current_world->set_savegame_filename(slotfile);
current_world->run();
return true;
}
-