static void update(struct game_state *gs) { if (inner_state.state != IS_LEVEL_CLEARED && inner_state.state != IS_LEVEL_TRANSITION) update_eye(); update_crosshair(); update_background(); update_water(); update_particles(); update_explosions(); if (ship_is_visible()) { update_ship(); update_missiles(); update_bombs(); update_lasers(); update_foes(); } update_powerups(); update_in_game_texts(); if (inner_state.state == IS_IN_GAME) { update_multiplier(); update_combo(); } if (inner_state.state == IS_GAME_OVER) { if (inner_state.tics >= GAME_OVER_FADE_IN_TICS) { if (!update_stats_table()) { gc.score += game_over_stats.bonus; set_inner_state(IS_RANK); } } } if (inner_state.state == IS_LEVEL_CLEARED) { if (inner_state.tics >= LEVEL_CLEARED_FADE_IN_TICS) { if (!update_stats_table()) { gc.score += game_over_stats.bonus; set_inner_state(IS_LEVEL_TRANSITION); } } } update_level_tics(); update_inner_state(); if (serializing) serialize(); }
void update_game(game *g) { if(g->status == Quit) { del_game(g); } else { if(first_a == NULL) g->status = Win; else { update_shoots(); update_asteroids(); update_collisions(g); update_ship(g, first_a); } } }
void ship_flags_dlg::OnOK() { object *objp; objp = GET_FIRST(&obj_used_list); while (objp != END_OF_LIST(&obj_used_list)) { if ((objp->type == OBJ_START) || (objp->type == OBJ_SHIP)) { if (objp->flags & OF_MARKED) update_ship(objp->instance); } objp = GET_NEXT(objp); } CDialog::OnOK(); }
void ShipSpecialDamage::OnOK() { UpdateData(TRUE); int i; if (m_inner_rad > m_outer_rad) { MessageBox("Inner radius must be less than outer radius"); return; } for ( i = 0; i < num_selected_ships; i++ ) { update_ship(m_selected_ships[i]); } CDialog::OnOK(); }
void update() { update_starfield(stars, get_ship_rotation(ship)); update_ship(ship); }