void game_reset (void) { stop_anim (); gtk_action_set_sensitive (undo_action, FALSE); gtk_action_set_sensitive (hint_action, FALSE); who_starts = (who_starts == PLAYER1) ? PLAYER2 : PLAYER1; player = who_starts; gameover = TRUE; player_active = FALSE; winner = NOBODY; column = 3; column_moveto = 3; row = 0; row_dropto = 0; clear_board (); set_status_message (NULL); gfx_draw_all (); move_cursor (column); gameover = FALSE; prompt_player (); if (!is_player_human ()) { if (player == PLAYER1) { vstr[0] = vlevel[p.level[PLAYER1]]; } else { vstr[0] = vlevel[p.level[PLAYER2]]; } game_process_move (playgame (vstr, vboard) - 1); } }
static gboolean on_game_exit (GObject * object, gpointer data) { stop_anim (); gtk_main_quit (); return TRUE; }
void end_kill_pacman() { stop_anim(pacman.death_anim_); play_anim(pacman.pacman_anim_); PacmanDead(); pacman_reset(&pacman); --remaining_lives; }
void start_kill_pacman() { if(pacman_dead == 1) return; pacman_dead = 1; stop_anim(pacman.pacman_anim_); play_anim(pacman.death_anim_); pacman.dying = 1; PacmanDie(); }
void CUIStatix::SetSelectedState(bool state) { bool b = m_bSelected; m_bSelected = state; if( b==m_bSelected ) return; if (!state) OnFocusLost(); if(state) start_anim(); else stop_anim(); }
static void on_game_new (void) { stop_anim (); game_reset (); }