{
const float *ball_p = file.uv->p;
const float ball_r = file.uv->r;
+ int drawball = (!clock_down || clock > 0.0f); /* Draw ball unless timeout*/
glPushAttrib(GL_LIGHTING_BIT | GL_COLOR_BUFFER_BIT);
{
sol_draw(&file);
- if (config_get_d(CONFIG_SHADOW))
+ if (config_get_d(CONFIG_SHADOW) && drawball)
{
shad_draw_set(ball_p, ball_r);
sol_shad(&file);
{
part_draw_coin(-rx * d, -ry);
game_draw_coins(&file);
- game_draw_balls(&file);
+ if (drawball)
+ game_draw_balls(&file);
}
game_draw_goals(&file, -rx * d, -ry);
game_draw_jumps(&file);
/* Test for time-out. */
if (bt && clock_down && clock <= 0.f)
+ {
+ const GLfloat *p = fp->uv[0].p;
+ const GLfloat c[5] = {1.0f, 1.0f, 0.0f, 0.0f, 1.0f};
+ part_burst(p, c);
+ part_burst(p, c+1);
+ part_burst(p, c+2);
+ part_burst(p, c);
+ part_burst(p, c+1);
+ part_burst(p, c+2);
+ audio_play(AUD_TIME, 1.0f);
return GAME_TIME;
+ }
/* Test for fall-out. */
if (bt && fp->uv[0].p[1] < fp->vv[0].p[1])
+ {
+ audio_play(AUD_FALL, 1.0f);
return GAME_FALL;
+ }
return GAME_NONE;
}