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 drawball = 1; /* Should the ball be drawn? */
static int ball_b = 0; /* Is the ball a bonus ball? */
static int grow = 0; /* Should the ball be changing size? */
game_rx = 0.f;
game_rz = 0.f;
- drawball = 1;
-
/* Initialize jump and goal states. */
jump_e = 1;
sol_draw(&file);
- if (config_get_d(CONFIG_SHADOW) && drawball)
+ if (config_get_d(CONFIG_SHADOW))
{
shad_draw_set(ball_p, ball_r);
sol_shad(&file);
{
part_draw_coin(-rx * d, -ry);
game_draw_items(&file);
- if (drawball)
- game_draw_balls(&file);
+ game_draw_balls(&file);
}
game_draw_goals(&file, -rx * d, -ry);
game_draw_jumps(&file);
if (bt && clock_down && clock <= 0.f)
{
- const GLfloat *p = fp->uv->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);
- drawball = 0;
audio_play(AUD_TIME, 1.0f);
return GAME_TIME;
}
game_update_grav(h, g);
part_step(h, t);
- if (!drawball)
- /* nothing */;
- else if (jump_b)
+ if (jump_b)
{
jump_dt += t;