#ifndef SUPERTUX_GAMELOOP_H
#define SUPERTUX_GAMELOOP_H
#include "sound.h"
#include "type.h"
#include "level.h"
#include "world.h"
#define ST_GL_PLAY 0
#define ST_GL_TEST 1
#define ST_GL_LOAD_GAME 2
#define ST_GL_LOAD_LEVEL_FILE 3
#define ST_GL_DEMO_GAME 4
extern int game_started;
class World;
class GameSession
{
private:
Timer fps_timer;
Timer frame_timer;
Timer endsequence_timer;
World* world;
int st_gl_mode;
int levelnb;
float fps_fps;
unsigned int last_update_time;
unsigned int update_time;
int pause_menu_frame;
int debug_fps;
enum EndSequenceState {
NO_ENDSEQUENCE,
ENDSEQUENCE_RUNNING,
ENDSEQUENCE_WAITING
};
EndSequenceState end_sequence;
float last_x_pos;
bool game_pause;
std::string subset;
public:
enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
private:
ExitStatus exit_status;
public:
Timer time_left;
GameSession(const std::string& subset, int levelnb, int mode);
~GameSession();
ExitStatus run();
void draw();
void action(double frame_ratio);
Level* get_level() { return world->get_level(); }
World* get_world() { return world; }
static GameSession* current() { return current_; }
private:
static GameSession* current_;
void restart_level();
void check_end_conditions();
void start_timers();
void process_events();
void levelintro();
void drawstatus();
void drawendscreen();
void drawresultscreen(void);
private:
void on_escape_press();
void process_menu();
};
std::string slotinfo(int slot);
bool rectcollision(base_type* one, base_type* two);
void bumpbrick(float x, float y);
#endif