Example #1
0
static void move() {
  switch ( status ) {
  case TITLE:
    moveTitleMenu();
    moveBoss();
    moveFoes();
    moveBackground();
    break;
  case IN_GAME:
  case STAGE_CLEAR:
    moveShip();
    moveBoss();
    moveLasers();
    moveShots();
    moveFoes();
    moveFrags();
    moveBackground();
    break;
  case GAMEOVER:
    moveGameover();
    moveBoss();
    moveFoes();
    moveFrags();
    moveBackground();
    break;
  case PAUSE:
    movePause();
    break;
  }
  moveScreenShake();
}
Example #2
0
/*
 *  slowAnimate
 *  ------
 *  step through the animation process
 */
void slowAnimate()
{
  moveLight();
  moveTowerTops();
  moveShots();
  checkCollisions();
  moveMinions();
  checkCollisions();
  checkTowerRange();
}
Example #3
0
static void move() {
  switch ( status ) {
  case TITLE:
    moveTitleMenu();
    moveBackground();
    addBullets();
    moveFoes();
    break;
  case IN_GAME:
    moveBackground();
    addBullets();
    moveShots();
    moveShip();
    moveFoes();
    moveFrags();
    moveBonuses();
    break;
  case GAMEOVER:
    moveGameover();
    moveBackground();
    addBullets();
    moveShots();
    moveFoes();
    moveFrags();
    break;
  case STAGE_CLEAR:
    moveStageClear();
    moveBackground();
    moveShots();
    moveShip();
    moveFrags();
    moveBonuses();
    break;
  case PAUSE:
    movePause();
    break;
  }
}
Example #4
0
/*
 *  timer
 *  ------
 *  game animation logic turned on or off here
 */
void timer(int toggle)
{
  if (gameStarted) {
    if (gamePaused != DEF_GAME_PAUSED) {
      moveLight();
      moveTowerTops();
      moveShots();
      checkCollisions();
      moveMinions();
      checkCollisions();
      checkTowerRange();
    }
    glutTimerFunc(50,timer,0);
  }
  redisplayAll();
}