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@ -55,6 +55,9 @@
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#include "frontend\frontend.h"
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#endif
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#ifndef __PICKUPS_PICKUP_H__
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#include "pickups\pickup.h"
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#endif
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int GX=248;
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@ -71,6 +74,8 @@ MATRIX CGameScene::CamMtx;
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int s_globalLevelSelectThing=0;
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int CGameScene::s_readyToExit;
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int exitToNextLevel;
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/*****************************************************************************/
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@ -99,6 +104,20 @@ void CGameScene::init()
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enemy->setLayerCollision( Level.getCollisionLayer() );
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#endif
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#ifdef __USER_paul__
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DVECTOR pos={16*10,16*10};
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createPickup(PICKUP__100_PERCENT_LIFE,&pos);
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pos.vx+=32; createPickup(PICKUP__50_PERCENT_LIFE,&pos);
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pos.vx+=32; createPickup(PICKUP__25_PERCENT_LIFE,&pos);
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pos.vx+=32; createPickup(PICKUP__LIFE,&pos);
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pos.vx+=32; createPickup(PICKUP__SPATULA,&pos);
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pos.vx+=32; createPickup(PICKUP__JELLY_LAUNCHER_AMMO,&pos);
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pos.vx+=32; createPickup(PICKUP__BUBBLE_MIXTURE,&pos);
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pos.vx+=32; createPickup(PICKUP__GLASSES,&pos);
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pos.vx+=32; createPickup(PICKUP__SQUEAKY_SHOES,&pos);
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pos.vx+=32; createPickup(PICKUP__QUEST_ITEM__TEST,&pos);
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#endif
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createPlayer();
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m_player->init();
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m_player->setLayerCollision(Level.getCollisionLayer());
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@ -113,6 +132,7 @@ void CGameScene::init()
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SetGeomScreen(GH);
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s_readyToExit=false;
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exitToNextLevel=false;
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}
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/*****************************************************************************/
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@ -187,13 +207,25 @@ void CGameScene::think(int _frames)
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CBubicleFactory::setMapOffset(&camPos);
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Level.setCameraCentre(camPos);
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Level.think(_frames);
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if(PadGetDown(0)&PAD_R2)
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{
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exitToNextLevel=true;
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}
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}
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if(s_readyToExit)
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{
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// Temporarily.. exiting game scene always goes back to the front end (pkg)
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GameState::setNextScene(&FrontEndScene);
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}
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else if(exitToNextLevel)
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{
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s_globalLevelSelectThing++;
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GameState::setNextScene(&GameScene);
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s_readyToExit=true;
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}
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}
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/*****************************************************************************/
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