sq_addref(global_vm, &worldmap_table);
sq_pop(global_vm, 1);
- sound_manager->preload("sounds/warp.wav");
+ SoundManager::current()->preload("sounds/warp.wav");
// load worldmap objects
load(filename);
void
WorldMap::change(const std::string& filename, const std::string& force_spawnpoint_)
{
- g_screen_manager->pop_screen();
- g_screen_manager->push_screen(std::unique_ptr<Screen>(new WorldMap(filename, m_savegame, force_spawnpoint_)));
+ ScreenManager::current()->pop_screen();
+ ScreenManager::current()->push_screen(std::unique_ptr<Screen>(new WorldMap(filename, m_savegame, force_spawnpoint_)));
}
void
const lisp::Lisp* tilesets_lisp = level_->get_lisp("tilesets");
if(tilesets_lisp != NULL) {
- tileset = tile_manager->parse_tileset_definition(*tilesets_lisp).release();
+ tileset = TileManager::current()->parse_tileset_definition(*tilesets_lisp).release();
free_tileset = true;
}
std::string tileset_name;
if(tileset != NULL) {
log_warning << "multiple tilesets specified in level_" << std::endl;
} else {
- tileset = tile_manager->get_tileset(tileset_name);
+ tileset = TileManager::current()->get_tileset(tileset_name);
}
}
/* load default tileset */
if(tileset == NULL) {
- tileset = tile_manager->get_tileset("images/worldmap.strf");
+ tileset = TileManager::current()->get_tileset("images/worldmap.strf");
}
current_tileset = tileset;
}
// handle input
- Controller *controller = g_input_manager->get_controller();
+ Controller *controller = InputManager::current()->get_controller();
bool enter_level = false;
if(controller->pressed(Controller::ACTION)
|| controller->pressed(Controller::JUMP)
change(teleporter->worldmap, teleporter->spawnpoint);
} else {
// TODO: an animation, camera scrolling or a fading would be a nice touch
- sound_manager->play("sounds/warp.wav");
+ SoundManager::current()->play("sounds/warp.wav");
tux->back_direction = D_NONE;
move_to_spawnpoint(teleporter->spawnpoint, true);
}
// update state and savegame
save_state();
- g_screen_manager->push_screen(std::unique_ptr<Screen>(new GameSession(levelfile, m_savegame, &level_->statistics)),
+ ScreenManager::current()->push_screen(std::unique_ptr<Screen>(new GameSession(levelfile, m_savegame, &level_->statistics)),
std::unique_ptr<ScreenFade>(new ShrinkFade(shrinkpos, 1.0f)));
in_level = true;
} catch(std::exception& e) {
void
WorldMap::setup()
{
- sound_manager->play_music(music);
+ SoundManager::current()->play_music(music);
MenuManager::instance().clear_menu_stack();
current_ = this;