game_mm.laser_green = FALSE;
game_mm.laser_blue = TRUE;
- game_mm.lightball_rnd = TRUE;
-
game_mm.level_solved = FALSE;
game_mm.game_over = FALSE;
game_mm.game_over_cause = 0;
InitLaser();
- game_mm.lightball_rnd = FALSE;
-
for (i = 0; i <= num_init_game_frames; i++)
{
if (i == num_init_game_frames)
#endif
}
- game_mm.lightball_rnd = TRUE;
-
ScanLaser();
if (game_mm.kettles_still_needed == 0)
SetTileCursorXY(laser.start_edge.x, laser.start_edge.y);
SetTileCursorActive(TRUE);
+ // restart all delay counters after initially cycling game elements
+ ResetFrameCounter(&rotate_delay);
+ ResetFrameCounter(&pacman_delay);
ResetFrameCounter(&energy_delay);
+ ResetFrameCounter(&overload_delay);
}
static void FadeOutLaser(void)