{
using namespace Scripting;
+ save_state();
+
for(ScriptList::iterator i = scripts.begin();
i != scripts.end(); ++i) {
HSQOBJECT& object = *i;
save_state();
- if (old_level_state != level->solved && level->auto_path) {
+ if (old_level_state != level->solved) {
// Try to detect the next direction to which we should walk
// FIXME: Mostly a hack
Direction dir = D_NONE;
const Tile* tile = at(tux->get_tile_pos());
+ int dirdata = tile->getData() & Tile::WORLDMAP_DIR_MASK;
// first, test for crossroads
- if (tile->getData() & Tile::WORLDMAP_CNSE || tile->getData() && Tile::WORLDMAP_CNSW
- || tile->getData() & Tile::WORLDMAP_CNEW || tile->getData() && Tile::WORLDMAP_CSEW
- || tile->getData() & Tile::WORLDMAP_CNSEW)
+ if (dirdata == Tile::WORLDMAP_CNSE ||
+ dirdata == Tile::WORLDMAP_CNSW ||
+ dirdata == Tile::WORLDMAP_CNEW ||
+ dirdata == Tile::WORLDMAP_CSEW ||
+ dirdata == Tile::WORLDMAP_CNSEW)
dir = D_NONE;
- else if (tile->getData() & Tile::WORLDMAP_NORTH
+ else if (dirdata & Tile::WORLDMAP_NORTH
&& tux->back_direction != D_NORTH)
dir = D_NORTH;
- else if (tile->getData() & Tile::WORLDMAP_SOUTH
+ else if (dirdata & Tile::WORLDMAP_SOUTH
&& tux->back_direction != D_SOUTH)
dir = D_SOUTH;
- else if (tile->getData() & Tile::WORLDMAP_EAST
+ else if (dirdata & Tile::WORLDMAP_EAST
&& tux->back_direction != D_EAST)
dir = D_EAST;
- else if (tile->getData() & Tile::WORLDMAP_WEST
+ else if (dirdata & Tile::WORLDMAP_WEST
&& tux->back_direction != D_WEST)
dir = D_WEST;
if (camera_offset.y < 0)
camera_offset.y = 0;
- if (camera_offset.x > solids->get_width()*32 - SCREEN_WIDTH)
- camera_offset.x = solids->get_width()*32 - SCREEN_WIDTH;
- if (camera_offset.y > solids->get_height()*32 - SCREEN_HEIGHT)
- camera_offset.y = solids->get_height()*32 - SCREEN_HEIGHT;
+ if (camera_offset.x > (int)solids->get_width()*32 - SCREEN_WIDTH)
+ camera_offset.x = (int)solids->get_width()*32 - SCREEN_WIDTH;
+ if (camera_offset.y > (int)solids->get_height()*32 - SCREEN_HEIGHT)
+ camera_offset.y = (int)solids->get_height()*32 - SCREEN_HEIGHT;
+
+ if (int(solids->get_width()*32) < SCREEN_WIDTH)
+ camera_offset.x = solids->get_width()*16.0 - SCREEN_WIDTH/2.0;
+ if (int(solids->get_height()*32) < SCREEN_HEIGHT)
+ camera_offset.y = solids->get_height()*16.0 - SCREEN_HEIGHT/2.0;
// handle input
bool enter_level = false;
if(main_controller->pressed(Controller::ACTION)
|| main_controller->pressed(Controller::JUMP)
- || main_controller->pressed(Controller::MENU_SELECT))
- enter_level = true;
+ || main_controller->pressed(Controller::MENU_SELECT)) {
+ /* some people define UP and JUMP on the same key... */
+ if(!main_controller->pressed(Controller::UP))
+ enter_level = true;
+ }
if(main_controller->pressed(Controller::PAUSE_MENU))
on_escape_press();
LevelTile* level = at_level();
if (level && (level->auto_play) && (!level->solved) && (!tux->is_moving())) {
enter_level = true;
- level->solved = true;
}
if (enter_level && !tux->is_moving())
void
WorldMap::draw(DrawingContext& context)
{
+ if (int(solids->get_width()*32) < SCREEN_WIDTH || int(solids->get_height()*32) < SCREEN_HEIGHT)
+ context.draw_filled_rect(Vector(0, 0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
+ Color(0.0f, 0.0f, 0.0f, 1.0f), LAYER_BACKGROUND0);
+
context.set_ambient_color( ambient_light );
context.push_transform();
context.set_translation(camera_offset);
for(LevelTiles::iterator i = levels.begin(); i != levels.end(); ++i) {
LevelTile* level = *i;
- if (level->solved) {
- sq_pushstring(vm, level->get_name().c_str(), -1);
- sq_newtable(vm);
+ sq_pushstring(vm, level->get_name().c_str(), -1);
+ sq_newtable(vm);
- store_bool(vm, "solved", true);
- // TODO write statistics
- // i->statistics.write(writer);
+ store_bool(vm, "solved", level->solved);
+ // TODO write statistics
+ // i->statistics.write(writer);
- sq_createslot(vm, -3);
- }
+ sq_createslot(vm, -3);
}
sq_createslot(vm, -3);
// push world into worlds table
sq_createslot(vm, -3);
- } catch(std::exception& e) {
+ } catch(std::exception& ) {
sq_settop(vm, oldtop);
}
sq_settop(vm, oldtop);
-
+
if(World::current() != NULL)
World::current()->save_state();
}
// get table for our world
sq_pushstring(vm, map_filename.c_str(), map_filename.length());
if(SQ_FAILED(sq_get(vm, -2)))
- throw Scripting::SquirrelError(vm, "Couldn't get state.world.mapfilename");
+ throw Scripting::SquirrelError(vm, "Couldn't get state.worlds.mapfilename");
// load tux
sq_pushstring(vm, "tux", -1);