#include "main_bd.h"
-// universal settings
-static boolean gd_no_invisible_outbox = FALSE;
-
-
void gd_game_free(GdGame *game)
{
// stop sounds
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;
// always render the cave to the gfx buffer;
// however it may do nothing if animcycle was not changed.
if (game->element_buffer && game->gfx_buffer)
- gd_drawcave_game(game->cave, game->element_buffer, game->gfx_buffer,
- game->bonus_life_flash != 0, game->animcycle, gd_no_invisible_outbox);
+ gd_drawcave_game(game->cave, game->element_buffer, game->last_element_buffer, game->gfx_buffer,
+ game->bonus_life_flash != 0, game->animcycle, setup.bd_show_invisible_outbox);
game->state_counter = counter_next;
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)