/* definitions to aid development */
-
/* definitions that affect gameplay */
#define KEY_CURSOR_SPEED 32
#define KEY_CURSOR_FASTSPEED 64
bad_guys.push_back(BadGuy());
BadGuy& new_bad_guy = bad_guys.back();
- new_bad_guy.init(x,y,kind);
+ new_bad_guy.init(x,y,kind, false /* stay_on_platform */);
}
void activate_bad_guys()
mouse_cursor->draw();
-printf("done: %i\n", done);
-
if(done)
{
-printf("done\n");
le_quit();
return 0;
}
key = event.key.keysym.sym;
switch(key)
{
+ case SDLK_ESCAPE:
+ Menu::set_current(leveleditor_menu);
case SDLK_LEFT:
if(fire == DOWN)
cursor_x -= KEY_CURSOR_SPEED;