PlayLevelSound_MM(exit_x, exit_y, exit_element, MM_ACTION_OPENING);
}
+static void SetLaserColor(int brightness)
+{
+ int color_min = 0x00;
+ int color_max = brightness; // (0x00 <= brightness <= 0xFF)
+ int color_up = color_max * laser.overload_value / MAX_LASER_OVERLOAD;
+ int color_down = color_max - color_up;
+
+ pen_ray =
+ GetPixelFromRGB(window,
+ (native_mm_level.laser_red ? color_max : color_up),
+ (native_mm_level.laser_green ? color_down : color_min),
+ (native_mm_level.laser_blue ? color_down : color_min));
+}
+
static void InitMovDir_MM(int x, int y)
{
int element = Tile[x][y];
AddLaserEdge(LX, LY); // set laser starting edge
- int color_up = 0xFF * laser.overload_value / MAX_LASER_OVERLOAD;
- int color_down = 0xFF - color_up;
-
- pen_ray = GetPixelFromRGB(window,
- (native_mm_level.laser_red ? 0xFF : color_up),
- (native_mm_level.laser_green ? color_down : 0x00),
- (native_mm_level.laser_blue ? color_down : 0x00));
+ SetLaserColor(0xFF);
}
void InitGameEngine_MM(void)
SetTileCursorXY(laser.start_edge.x, laser.start_edge.y);
SetTileCursorActive(TRUE);
+
+ ResetFrameCounter(&energy_delay);
}
-static void FadeOutLaser(boolean overloaded)
+static void FadeOutLaser(void)
{
int i;
for (i = 15; i >= 0; i--)
{
- if (overloaded)
- pen_ray = GetPixelFromRGB(window, 0x11 * i, 0x00, 0x00);
- else
- pen_ray = GetPixelFromRGB(window,
- native_mm_level.laser_red * 0x11 * i,
- native_mm_level.laser_green * 0x11 * i,
- native_mm_level.laser_blue * 0x11 * i);
+ SetLaserColor(0x11 * i);
DrawLaser(0, DL_LASER_ENABLED);
DrawLaser(0, DL_LASER_DISABLED);
- if (!overloaded)
- StopSound_MM(SND_MM_GAME_HEALTH_CHARGING);
+ StopSound_MM(SND_MM_GAME_HEALTH_CHARGING);
}
static void GameOver_MM(int game_over_cause)
}
else if (game.time_limit && !game_mm.game_over)
{
- FadeOutLaser(FALSE);
+ FadeOutLaser();
GameOver_MM(GAME_OVER_NO_ENERGY);
if (laser.overload_value < MAX_LASER_OVERLOAD - 8)
{
- int color_up = 0xFF * laser.overload_value / MAX_LASER_OVERLOAD;
- int color_down = 0xFF - color_up;
-
-#if 0
- SetRGB(pen_ray, (laser.overload_value / 6) * color_scale, 0x0000,
- (15 - (laser.overload_value / 6)) * color_scale);
-#endif
- pen_ray =
- GetPixelFromRGB(window,
- (native_mm_level.laser_red ? 0xFF : color_up),
- (native_mm_level.laser_green ? color_down : 0x00),
- (native_mm_level.laser_blue ? color_down : 0x00));
+ SetLaserColor(0xFF);
DrawLaser(0, DL_LASER_ENABLED);
}
{
UpdateAndDisplayGameControlValues();
- FadeOutLaser(TRUE);
+ FadeOutLaser();
GameOver_MM(GAME_OVER_OVERLOADED);