Esempio n. 1
0
void
GameSession::levelintro(void)
{
  music_manager->halt_music();
  
  char str[60];
 
  if (get_level()->img_bkgd)
    get_level()->img_bkgd->draw(0, 0);
  else
    drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);

  sprintf(str, "%s", world->get_level()->name.c_str());
  gold_text->drawf(str, 0, 200, A_HMIDDLE, A_TOP, 1);

  sprintf(str, "TUX x %d", player_status.lives);
  white_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
  
  sprintf(str, "by %s", world->get_level()->author.c_str());
  white_small_text->drawf(str, 0, 360, A_HMIDDLE, A_TOP, 1);
  

  flipscreen();

  SDL_Event event;
  wait_for_event(event,1000,3000,true);
}
Esempio n. 2
0
void
GameSession::drawresultscreen(void)
{
  char str[80];

  if (get_level()->img_bkgd)
    get_level()->img_bkgd->draw(0, 0);
  else
    drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);

  blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);

  sprintf(str, "SCORE: %d", player_status.score);
  gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);

  sprintf(str, "COINS: %d", player_status.distros);
  gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);

  flipscreen();
  
  SDL_Event event;
  wait_for_event(event,2000,5000,true);
}
Esempio n. 3
0
void
World::draw()
{
  int y,x;

  /* Draw the real background */
  if(level->img_bkgd)
    {
      int s = (int)((float)scroll_x * ((float)level->bkgd_speed/100.0f)) % screen->w;
      level->img_bkgd->draw_part(s, 0,0,0,level->img_bkgd->w - s, level->img_bkgd->h);
      level->img_bkgd->draw_part(0, 0,screen->w - s ,0,s,level->img_bkgd->h);
    }
  else
    {
      drawgradient(level->bkgd_top, level->bkgd_bottom);
    }
    
  /* Draw particle systems (background) */
  std::vector<ParticleSystem*>::iterator p;
  for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
    {
      (*p)->draw(scroll_x, 0, 0);
    }

  /* Draw background: */
  for (y = 0; y < 15; ++y)
    {
      for (x = 0; x < 21; ++x)
        {
          Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
                     level->bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
        }
    }

  /* Draw interactive tiles: */
  for (y = 0; y < 15; ++y)
    {
      for (x = 0; x < 21; ++x)
        {
          Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
                     level->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
        }
    }

  /* (Bouncy bricks): */
  for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
    bouncy_bricks[i]->draw();

  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
    (*i)->draw();

  tux.draw();

  for (unsigned int i = 0; i < bullets.size(); ++i)
    bullets[i].draw();

  for (unsigned int i = 0; i < floating_scores.size(); ++i)
    floating_scores[i]->draw();

  for (unsigned int i = 0; i < upgrades.size(); ++i)
    upgrades[i].draw();

  for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
    bouncy_distros[i]->draw();

  for (unsigned int i = 0; i < broken_bricks.size(); ++i)
    broken_bricks[i]->draw();

  /* Draw foreground: */
  for (y = 0; y < 15; ++y)
    {
      for (x = 0; x < 21; ++x)
        {
          Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
                     level->fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
        }
    }

  /* Draw particle systems (foreground) */
  for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
    {
      (*p)->draw(scroll_x, 0, 1);
    }
}