static int fall_click(int b, int d) { if (b == SDL_BUTTON_LEFT && d == 1) { if (hole_next()) goto_state(&st_next); else goto_state(&st_score); } return 1; }
static void stop_timer(int id, float dt) { float g[3] = { 0.f, 0.f, 0.f }; game_update_view(dt); game_step(g, dt); if (time_state() > 1) { if (hole_next()) goto_state(&st_next); else goto_state(&st_score); } }
static int fall_buttn(int b, int d) { if (d) { if (config_tst_d(CONFIG_JOYSTICK_BUTTON_A, b)) { if (hole_next()) goto_state(&st_next); else goto_state(&st_score); } if (config_tst_d(CONFIG_JOYSTICK_BUTTON_EXIT, b)) return goto_pause(&st_over, 1); } return 1; }
static int stop_buttn(int b, int d) { if (d) { if (config_tst_d(CONFIG_JOYSTICK_BUTTON_A, b)) { if (hole_next()) goto_state(&st_next); else goto_state(&st_score); } if (config_tst_d(CONFIG_JOYSTICK_BUTTON_B, b) || config_tst_d(CONFIG_JOYSTICK_BUTTON_START, b)) return goto_pause(&st_over); } return 1; }
static int goal_buttn(int b, int d) { if (d) { //senquack - on GCW Zero, A,B,X,Y will all proceed, instead of this silly pausing-with-B thing: #ifdef GCWZERO if (config_tst_d(CONFIG_JOYSTICK_BUTTON_A, b) || config_tst_d(CONFIG_JOYSTICK_BUTTON_B, b) || config_tst_d(CONFIG_JOYSTICK_BUTTON_X, b) || config_tst_d(CONFIG_JOYSTICK_BUTTON_Y, b)) #else if (config_tst_d(CONFIG_JOYSTICK_BUTTON_A, b)) #endif //GCWZERO { if (hole_next()) goto_state(&st_next); else goto_state(&st_score); } #ifndef GCWZERO if (config_tst_d(CONFIG_JOYSTICK_BUTTON_B, b)) return goto_pause(&st_over); #endif //GCWZERO } return 1; }