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Add a new game concept called a `flash'. This is a graphical effect
taking non-zero time, which is triggered by the making of a move and is _not_ hurried to its conclusion by the start of the next move (so the game redraw function is expected to be able to draw it in parallel with continuing moves). The only thing that prematurely terminates a flash is the start of a fresh flash. In particular, this concept is used to display the completion flash in Net, because at least _my_ playing instincts make me lock every piece I've unambiguously placed, and hence the last turn move is instantly followed by a lock move which was previously suppressing the completion flash. [originally from svn r4168]
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@ -108,7 +108,8 @@ float *game_colours(frontend *fe, game_state *state, int *ncolours);
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game_drawstate *game_new_drawstate(game_state *state);
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void game_free_drawstate(game_drawstate *ds);
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void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *newstate, float t);
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game_state *newstate, float anim_time, float flash_time);
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float game_anim_length(game_state *oldstate, game_state *newstate);
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float game_flash_length(game_state *oldstate, game_state *newstate);
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#endif /* PUZZLES_PUZZLES_H */
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