ZX = ZY = -1;
- game.yam_content_nr = 0;
FrameCounter = 0;
TimeFrames = 0;
TimePlayed = 0;
ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
AllPlayersGone = FALSE;
+
+ game.yam_content_nr = 0;
game.magic_wall_active = FALSE;
game.magic_wall_time_left = 0;
game.light_time_left = 0;
int width, int height, unsigned int color)
{
SDL_Rect rect;
- unsigned int color_r = (color >> 2) && 0xff;
- unsigned int color_g = (color >> 1) && 0xff;
- unsigned int color_b = (color >> 0) && 0xff;
+ unsigned int color_r = (color >> 16) && 0xff;
+ unsigned int color_g = (color >> 8) && 0xff;
+ unsigned int color_b = (color >> 0) && 0xff;
rect.x = x;
rect.y = y;
int to_x, int to_y, unsigned int color)
{
SDL_Rect rect;
- unsigned int color_r = (color >> 2) & 0xff;
- unsigned int color_g = (color >> 1) & 0xff;
- unsigned int color_b = (color >> 0) & 0xff;
+ unsigned int color_r = (color >> 16) & 0xff;
+ unsigned int color_g = (color >> 8) & 0xff;
+ unsigned int color_b = (color >> 0) & 0xff;
if (from_x > to_x)
swap_numbers(&from_x, &to_x);