RedDiskReleasePhase = 0; // (re-)enable red disk release
}
-void subMainGameLoop_Main(byte action, boolean warp_mode)
+void subMainGameLoop_Main(byte action)
{
// ---------------------------------------------------------------------------
// --------------------- START OF GAME-BUSY LOOP -----------------------------
// lead-out done: exit now
// ---------------------- END OF GAME-BUSY LOOP (including lead-out) ---------
- /* if the game is not won when reaching this point, then it is lost */
- if (!game_sp.LevelSolved)
- game_sp.GameOver = TRUE;
+ // if the game is not won when reaching this point, then it is lost
+ if (!game_sp.level_solved)
+ game_sp.game_over = TRUE;
}
void subCalculateScreenScrollPos(void)
{
int jump_pos = TILEX / 2;
- /* handle wrap-around */
+ // handle wrap-around
if (MurphyScreenXPos < -jump_pos)
{
MurphyScreenXPos = FieldWidth * TILEX + MurphyScreenXPos;
{
subGetRandomNumber();
- // printf("::: ExplosionShake [%d]\n", FrameCounter);
+ // Debug("game:playing:SP", "ExplosionShake [%d]", FrameCounter);
}
ScreenScrollXPos = MurphyScreenXPos - (SCR_FIELDX / 2) * TILESIZE;