#define MAX_PATH_LEN 1024
+// number of milliseconds the blinky cursor stays visible/invisible
+#define CURSOR_BLINK_TIME 300
+
#endif // VOR_CONFIG_H
{
char t[1024];
int i,h = font_height();
+ int display_cursor = (SDL_GetTicks() / CURSOR_BLINK_TIME) % 2;
+
font_write(x+30, y, "High scores");
y += h;
font_write(x, y, t);
snprintscore(t, 1024, g_scores[g_easy][i].score);
font_write(x+50, y, t);
- if(i == cur_score) snprintf(t, 1024, "%s_", g_scores[g_easy][i].name);
+ if(display_cursor && i == cur_score) snprintf(t, 1024, "%s_", g_scores[g_easy][i].name);
else snprintf(t, 1024, "%s", g_scores[g_easy][i].name);
font_write(x+180, y, t);
}
-**** Finish porting to Windows (should be only file.c and args.c, I think)
-
*** Move game logic into a script so we can have "variations".
* Then an in-game menu to choose which game:
Rock Dodger
Tag
Deathmatch
-** Switch to a scalable font and all ray-traced graphics
+** Switch all ray-traced graphics (only big green messages left)
* Then we can run at the native screen size
-* BUG: Rocks can be created touching, causing a high-velocity bounce.
+* fix rock generation code so they are never created overlapping
* Deltas on high score display?