示例#1
0
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);
}
示例#2
0
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);
}
示例#3
0
文件: effect.c 项目: Dmilo/freewpc
/** 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 ();
}
示例#4
0
文件: amode.c 项目: SonnyJim/freewpc
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);
}
示例#5
0
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 ();
}
示例#6
0
/**
 * Enters the score mode.
 */
void scores_enter(void)
{
    scores_draw();
}