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 -----------------------------
// ---------------------- END OF GAME-BUSY LOOP ------------------------------
// ---------------------------------------------------------------------------
+ // if the game is not won when reaching this point, then it is lost
+ if (!game_sp.level_solved)
+ game_sp.game_over = TRUE;
+
LeadOutCounter = LeadOutCounter - 1; // do more lead-out after quit
if (LeadOutCounter != 0) // lead-out not ready: more
// 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.level_solved)
- game_sp.game_over = TRUE;
}
void subCalculateScreenScrollPos(void)
{
subGetRandomNumber();
- // printf("::: ExplosionShake [%d]\n", FrameCounter);
+ // Debug("game:playing:SP", "ExplosionShake [%d]", FrameCounter);
}
ScreenScrollXPos = MurphyScreenXPos - (SCR_FIELDX / 2) * TILESIZE;