GameSession::restart_level()
{
game_pause = false;
- exit_status = NONE;
+ exit_status = ES_NONE;
end_sequence = NO_ENDSEQUENCE;
fps_timer.init(true);
if(st_gl_mode == ST_GL_TEST)
{
- exit_status = LEVEL_ABORT;
+ exit_status = ES_LEVEL_ABORT;
}
else if (!Menu::current())
{
}
else if(end_sequence && !endsequence_timer.check())
{
- exit_status = LEVEL_FINISHED;
+ exit_status = ES_LEVEL_FINISHED;
return;
}
else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
if(st_gl_mode != ST_GL_TEST)
drawendscreen();
- exit_status = GAME_OVER;
+ exit_status = ES_GAME_OVER;
}
else
{ // Still has lives, so reset Tux to the levelstart
void
GameSession::action(double frame_ratio)
{
- if (exit_status == NONE)
+ if (exit_status == ES_NONE)
{
// Update Tux and the World
world->action(frame_ratio);
break;
case MNID_ABORTLEVEL:
st_pause_ticks_stop();
- exit_status = LEVEL_ABORT;
+ exit_status = ES_LEVEL_ABORT;
break;
}
}
draw();
- while (exit_status == NONE)
+ while (exit_status == ES_NONE)
{
/* Calculate the movement-factor */
double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);