void controls_draw(state_t *state) { int x, y; SDL_GetMouseState(&x, &y); if(in_main_area(x, y)) draw_main(x, y, state); levels_draw(state); scores_draw(state); bar_draw(x, y, state); sel_draw(state); }
void amode_score_page (void) { dmd_alloc_low_clean (); scores_draw (); dmd_show_low (); /* Hold the scores up for a while longer than usual * in tournament mode. */ if (system_config.tournament_mode == YES) amode_page_end (120); else amode_page_end (3); }
/** The display effect that appears immediately at the end of a game, before returning to attract mode */ void game_over_deff (void) { dmd_alloc_low_clean (); font_render_string_center (&font_fixed6, 64, 16, "GAME OVER"); dmd_show_low (); task_sleep_sec (2); /* In tournament mode, need to show the scores briefly here */ if (tournament_mode_enabled) { dmd_alloc_low_clean (); scores_draw (); dmd_show_low (); task_sleep_sec (60); deff_exit (); } deff_exit (); }
void amode_score_page (void) { dmd_alloc_low_clean (); scores_draw (); dmd_show_low (); /* Hold the scores up for a while longer than usual * in tournament mode or when triggered by a right button hold */ if (system_config.tournament_mode == YES || amode_show_scores_long) { /* Don't allow the player to skip past the scores for 10 seconds */ timer_restart_free (GID_AMODE_BUTTON_DEBOUNCE, TIME_10S); amode_show_scores_long = FALSE; amode_page_end (120); } else amode_page_end (5); }
void bonus_deff (void) { U8 hits; music_disable (); seg_alloc_clean (); task_sleep (TIME_100MS); seg_write_row_center (0, "BONUS"); if (rudy_hits != 1) sprintf ("%d RUDY HITS", rudy_hits); else sprintf ("%d RUDY HIT", rudy_hits); seg_write_row_center (1, sprintf_buffer); seg_sched_transition (&seg_trans_ltr); sample_start (SND_BONUS_BLIP1, SL_1S); seg_show (); task_sleep_sec (1); hits = 0; while (hits < rudy_hits) { score (SC_50K); sample_start (SND_BONUS_BLIP3, SL_500MS); seg_alloc_clean (); scores_draw (); seg_show (); if (hits <= 9) task_sleep (TIME_500MS - hits * TIME_33MS); else task_sleep (TIME_200MS); hits++; } frenzy_collect (); task_sleep_sec (1); music_enable (); deff_exit (); }
/** * Enters the score mode. */ void scores_enter(void) { scores_draw(); }