return game;
}
+boolean check_iteration_reached(GdGame *game)
+{
+ int millisecs_elapsed = 20;
+
+ return (game->milliseconds_game + millisecs_elapsed >= game->cave->speed);
+}
+
static void iterate_cave(GdGame *game, GdDirection player_move, boolean fire)
{
boolean suicide = FALSE;
game->player_fire = fire;
// tell the interrupt "20ms has passed"
- state = gd_game_main_int(game, !game->out_of_window, gd_keystate[SDL_SCANCODE_F]);
+ state = gd_game_main_int(game, !game->out_of_window, FALSE);
// state of game, returned by gd_game_main_int
switch (state)