static float jump_p[3]; /* Jump destination */
static float fade_k = 0.0; /* Fade in/out level */
static float fade_d = 0.0; /* Fade in/out direction */
-static int ball_b = 0; /* Is the ball a bonus ball? */
static int grow = 0; /* Should the ball be changing size? */
static float grow_orig = 0; /* the original ball size */
/* Initialize ball size tracking... */
got_orig = 0;
+ grow = 0;
return game_state;
}
fp->uv[0].r);
glColor4fv(c);
-
- ball_draw(ball_b);
+ ball_draw();
}
glPopMatrix();
}
float r = 360.f * SDL_GetTicks() / 1000.f;
int hi;
- /* FIXME: Draw items of different types in one pass. */
+ /* FIXME: Draw items of different types in one pass? */
- item_push();
- item_push_text(ITEM_COIN);
+ item_push(ITEM_COIN);
{
for (hi = 0; hi < fp->hc; hi++)
}
item_pull();
- item_push();
- item_push_text(ITEM_SHRINK);
+ item_push(ITEM_SHRINK);
{
for (hi = 0; hi < fp->hc; hi++)
}
item_pull();
- item_push();
- item_push_text(ITEM_GROW);
+ item_push(ITEM_GROW);
{
for (hi = 0; hi < fp->hc; hi++)
fp->zv[zi].p[1],
fp->zv[zi].p[2]);
- part_draw_goal(rx, ry, fp->zv[zi].r, goal_k, fp->zv[zi].c);
+ part_draw_goal(rx, ry, fp->zv[zi].r, goal_k);
glScalef(fp->zv[zi].r, goal_k, fp->zv[zi].r);
goal_draw();
{
if (fp->xv[xi].i)
continue;
+
glPushMatrix();
{
glTranslatef(fp->xv[xi].p[0],
static void game_draw_light(void)
{
const float light_p[2][4] = {
- { -8.0f, +32.0f, -8.0f, 1.0f },
- { +8.0f, +32.0f, +8.0f, 1.0f },
+ { -8.0f, +32.0f, -8.0f, 0.0f },
+ { +8.0f, +32.0f, +8.0f, 0.0f },
};
const float light_c[2][4] = {
{ 1.0f, 0.8f, 0.8f, 1.0f },
}
}
-static int game_update_state(int *state_value)
+static int game_update_state(int bt)
{
struct s_file *fp = &file;
struct s_goal *zp;
float p[3];
float c[3];
- int bt = state_value != NULL;
-
/* Test for an item. */
if (bt && (hp = sol_item_test(fp, p, COIN_RADIUS)))
{
if (bt && goal_c == 0 && (zp = sol_goal_test(fp, p, 0)))
{
- *state_value = zp->s;
audio_play(AUD_GOAL, 1.0f);
- return zp->c ? GAME_SPEC : GAME_GOAL;
+ return GAME_GOAL;
}
/* Test for time-out. */
* graphics frame rate.
*/
-int game_step(const float g[3], float dt, int *state_value)
+int game_step(const float g[3], float dt, int bt)
{
struct s_file *fp = &file;
game_step_fade(dt);
game_update_view(dt);
- game_update_time(dt, state_value != NULL);
+ game_update_time(dt, bt);
- return game_update_state(state_value);
+ return game_update_state(bt);
}
return GAME_NONE;
}