void Level6_Load(struct Game *game) { Moonwalk_Load(game); TM_AddAction(&DoMoonwalk, NULL, "moonwalk"); TM_AddBackgroundAction(&DoMoonwalk, NULL, 5000, "moonwalkDerp"); TM_AddBackgroundAction(&PassLevel, NULL, 10000, "passlevel"); FadeGameState(game, true); }
void Level4_Load(struct Game *game) { Moonwalk_Load(game); TM_AddAction(&DoMoonwalk, NULL, "moonwalk"); TM_AddAction(&PassLevel, NULL, "passlevel"); TM_AddBackgroundAction(&ShowMeter, NULL, 0, "showmeter"); FadeGameState(game, true); }
void Menu_Load(struct Game *game) { if (!game->menu.loaded) return; game->menu.cloud_position = 100; game->menu.cloud2_position = 100; ChangeMenuState(game,MENUSTATE_MAIN); al_play_sample_instance(game->menu.music); al_play_sample_instance(game->menu.rain_sound); FadeGameState(game, true); }
void Menu_Stop(struct Game* game) { FadeGameState(game, false); al_stop_sample_instance(game->menu.music); al_stop_sample_instance(game->menu.rain_sound); }