X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Ftitle.cpp;h=e1501129624d7227591d91ab07385610efcbf159;hb=e4d4375bf4b6802321d956f5f3886320b7275cf0;hp=a821de88c697ceb84559f6f9184b243bf72fa0e2;hpb=4c36ffcb267a8b30031c12e777b792ad6952c0b8;p=supertux.git diff --git a/src/title.cpp b/src/title.cpp index a821de88c..e15011296 100644 --- a/src/title.cpp +++ b/src/title.cpp @@ -18,6 +18,7 @@ // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. +#include #include #include @@ -42,7 +43,7 @@ #include "video/surface.h" #include "high_scores.h" #include "gui/menu.h" -#include "special/timer.h" +#include "timer.h" #include "special/frame_rate.h" #include "app/setup.h" #include "level.h" @@ -56,7 +57,6 @@ #include "sector.h" #include "tilemap.h" #include "resources.h" -#include "special/base.h" #include "app/gettext.h" #include "misc.h" #include "camera.h" @@ -66,7 +66,7 @@ static Surface* logo; static Surface* img_choose_subset; static bool walking; -static Timer random_timer; +static Timer2 random_timer; static int frame; @@ -80,6 +80,20 @@ static std::set worldmap_list; static FrameRate frame_rate(100); +/* If the demo was stopped - because game started, level + editor was excuted, etc - call this when you get back + to the title code. + */ +void resume_demo() +{ + // FIXME: shouldn't be needed if GameSession + // didn't relay on global variables + titlesession->get_current_sector()->activate(); + titlesession->set_current(); + + frame_rate.update(); +} + void update_load_save_game_menu(Menu* pmenu) { for(int i = 2; i < 7; ++i) @@ -104,7 +118,7 @@ void free_contrib_menu() void generate_contrib_menu() { - /** Generating contrib levels list by making use of Level Subset */ + /** Generating contrib levels list by making use of Level Subset */ std::set level_subsets = FileSystem::dsubdirs("/levels", "info"); free_contrib_menu(); @@ -181,6 +195,7 @@ void check_levels_contrib_menu() worldmap.display(); // run the map Menu::set_current(main_menu); + resume_demo(); } else if (index < (int)contrib_subsets.size() + first_level_index) { @@ -203,7 +218,20 @@ void check_levels_contrib_menu() /** get level's title */ std::string level_title = ""; - LispReader* reader = LispReader::load(subset.get_level_filename(i), "supertux-level"); + std::string filename = subset.get_level_filename(i); + std::string filepath; + filepath = st_dir + "/levels/" + filename; + if (access(filepath.c_str(), R_OK) != 0) + { + filepath = datadir + "/levels/" + filename; + if (access(filepath.c_str(), R_OK) != 0) + { + std::cerr << "Error: Level: couldn't find level: " << filename << std::endl; + continue; + } + } + + LispReader* reader = LispReader::load(filepath, "supertux-level"); if(!reader) { std::cerr << "Error: Could not open level file. Ignoring...\n"; @@ -239,65 +267,46 @@ void check_contrib_subset_menu() session.run(); player_status.reset(); Menu::set_current(main_menu); - titlesession->get_current_sector()->activate(); - titlesession->set_current(); + resume_demo(); } } } -/* If the demo was stopped - because game started, level - editor was excuted, etc - call this when you get back - to the title code. - */ -void resume_demo() -{ - // FIXME: shouldn't be needed if GameSession - // didn't relay on global variables - titlesession->get_current_sector()->activate(); - titlesession->set_current(); - - frame_rate.update(); -} - -void draw_demo(double frame_ratio) +void draw_demo(float elapsed_time) { Sector* world = titlesession->get_current_sector(); Player* tux = world->player; world->play_music(LEVEL_MUSIC); - global_frame_counter++; tux->key_event((SDLKey) keymap.right,DOWN); - if(random_timer.check()) - { + if(random_timer.check()) { + random_timer.start(float(rand() % 3000 + 3000) / 1000.); + walking = !walking; + } else { if(walking) tux->key_event((SDLKey) keymap.jump,UP); else tux->key_event((SDLKey) keymap.jump,DOWN); - } - else - { - random_timer.start(rand() % 3000 + 3000); - walking = !walking; - } + } // Wrap around at the end of the level back to the beginnig - if(world->solids->get_width() * 32 - 320 < tux->base.x) + if(world->solids->get_width() * 32 - 320 < tux->get_pos().x) { tux->level_begin(); - world->camera->reset(Vector(tux->base.x, tux->base.y)); + world->camera->reset(tux->get_pos()); } tux->can_jump = true; - float last_tux_x_pos = tux->base.x; - world->action(frame_ratio); + float last_tux_x_pos = tux->get_pos().x; + world->action(elapsed_time); // disabled for now, since with the new jump code we easily get deadlocks // Jump if tux stays in the same position for one loop, ie. if he is // stuck behind a wall - if (last_tux_x_pos == tux->base.x) + if (last_tux_x_pos == tux->get_pos().x) { walking = false; } @@ -311,10 +320,9 @@ void title(void) walking = true; LevelEditor* leveleditor; - random_timer.init(true); Ticks::pause_init(); - titlesession = new GameSession(datadir + "/levels/misc/menu.stl", ST_GL_DEMO_GAME); + titlesession = new GameSession("misc/menu.stl", ST_GL_DEMO_GAME); /* Load images: */ bkg_title = new Surface(datadir + "/images/background/arctis.jpg", false); @@ -330,24 +338,26 @@ void title(void) /* --- Main title loop: --- */ frame = 0; - frame_rate.set_frame_limit(false); - - random_timer.start(rand() % 2000 + 2000); + random_timer.start(float(rand() % 2000 + 2000) / 1000.0); + Uint32 lastticks = SDL_GetTicks(); + Menu::set_current(main_menu); DrawingContext& context = *titlesession->context; while (Menu::current()) { - // if we spent to much time on a menu entry - frame_rate.smooth_hanger(); - // Calculate the movement-factor - double frame_ratio = frame_rate.get(); + Uint32 ticks = SDL_GetTicks(); + float elapsed_time = float(ticks - lastticks) / 1000.; + global_time += elapsed_time; + lastticks = ticks; + // 40fps is minimum + if(elapsed_time > .04) + elapsed_time = .04; - if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */ - frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85; - /* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */ - frame_ratio /= 2; + /* Lower the speed so that Tux doesn't jump too hectically throught + the demo. */ + elapsed_time /= 2; SDL_Event event; while (SDL_PollEvent(&event)) @@ -362,14 +372,15 @@ void title(void) } /* Draw the background: */ - draw_demo(frame_ratio); + draw_demo(elapsed_time); if (Menu::current() == main_menu) context.draw_surface(logo, Vector(screen->w/2 - logo->w/2, 30), LAYER_FOREGROUND1+1); - context.draw_text(white_small_text, " SuperTux " VERSION "\n", Vector(0, screen->h - 70), LEFT_ALLIGN, LAYER_FOREGROUND1); + context.draw_text(white_small_text, " SuperTux " PACKAGE_VERSION "\n", + Vector(0, screen->h - 70), LEFT_ALLIGN, LAYER_FOREGROUND1); context.draw_text(white_small_text, _("Copyright (c) 2003 SuperTux Devel Team\n" "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n" @@ -404,7 +415,9 @@ void title(void) resume_demo(); break; case MNID_CREDITS: - display_text_file("CREDITS", SCROLL_SPEED_CREDITS, white_big_text , white_text, white_small_text, blue_text ); + fadeout(500); + display_text_file("credits.txt", SCROLL_SPEED_CREDITS, white_big_text , white_text, white_small_text, blue_text ); + fadeout(500); Menu::set_current(main_menu); break; case MNID_QUITMAINMENU: @@ -459,7 +472,6 @@ void title(void) /* Pause: */ frame++; - SDL_Delay(25); } /* Free surfaces: */