level_stat(GAME_NONE, curr_clock(), curr_coins());
level_stop();
config_clr_grab();
-
+
return goto_state(&st_over);
}
return goto_pause();
game_step_fade(dt);
gui_timer(id, dt);
- audio_timer(dt);
}
static int play_ready_click(int b, int d)
game_step_fade(dt);
gui_timer(id, dt);
- audio_timer(dt);
}
static int play_set_click(int b, int d)
{
case GAME_GOAL:
level_stat(GAME_GOAL, curr_clock(), curr_coins());
+ gui_stuck();
goto_state(&st_goal);
break;
case GAME_FALL:
level_stat(GAME_FALL, curr_clock(), curr_coins());
+ gui_stuck();
goto_state(&st_fall_out);
break;
case GAME_TIME:
level_stat(GAME_TIME, curr_clock(), curr_coins());
+ gui_stuck();
goto_state(&st_time_out);
break;
game_step_fade(dt);
demo_play_step(at);
- audio_timer(dt);
}
static void play_loop_point(int id, int x, int y, int dx, int dy)