game_bd.game->itermax = 8; // default; dynamically changed at runtime
game_bd.game->itermax_last = game_bd.game->itermax;
+ game_bd.player_moving = FALSE;
+ game_bd.player_snapping = FALSE;
+
// default: start with completely covered playfield
int next_state = GAME_INT_START_UNCOVER + 1;
play_game_func(game_bd.game, action[0]);
}
+ boolean single_step_mode_paused =
+ CheckSingleStepMode_BD(check_iteration_reached(game_bd.game),
+ game_bd.player_moving,
+ game_bd.player_snapping);
+
+ // draw final movement animation frame before going to single step pause mode
+ if (single_step_mode_paused)
+ game_bd.game->itercycle = game_bd.game->itermax - 1;
+
RedrawPlayfield_BD(FALSE);
UpdateGameDoorValues_BD();