show_score();
switch (state) {
- case GAME_OVER: draw_game_over(); break;
+ case GAME_OVER:
+ draw_game_over();
+ break;
- case TITLE_PAGE: draw_title_page(); break;
+ case TITLE_PAGE:
+ draw_title_page();
+ break;
- case HIGH_SCORE_ENTRY: play_tune(TUNE_HIGH_SCORE_ENTRY);
- // and fall through to
+ case HIGH_SCORE_ENTRY:
case HIGH_SCORE_DISPLAY:
- // Display de list o high scores mon.
display_scores(150,50);
break;
+
case GAMEPLAY:
case DEAD_PAUSE:
; // no action necessary
if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
} else {
state = GAME_OVER;
+ play_tune(TUNE_TITLE_PAGE);
state_timeout = 200.0;
fadetimer = 0.0;
ship->flags = 0;
// Restore the ship and continue playing
ship.flags = DRAW|MOVE|COLLIDE;
state = GAMEPLAY;
- play_tune(TUNE_GAMEPLAY);
break;
case GAME_OVER:
if(new_high_score(score)) init_score_entry();
autopilot(t_frame);
}
- while(SDL_PollEvent(&e)) {
+ while(paused ? SDL_WaitEvent(&e) : SDL_PollEvent(&e)) {
switch(e.type) {
case SDL_QUIT: return;
case SDL_KEYDOWN:
// continue to display the scores briefly
state = HIGH_SCORE_DISPLAY;
state_timeout = 200;
- play_tune(TUNE_TITLE_PAGE);
}
} else {
switch(e.key.keysym.sym) {
case SDLK_p:
case SDLK_PAUSE:
paused = !paused;
- if(!paused) {
+ if(paused) {
+ pause_tune();
+ } else {
+ resume_tune();
ms_end = SDL_GetTicks();
}
break;