/*! \file actions.h * \brief Header file with Level actions for Timeline Manager. */ /* * Copyright (c) Sebastian Krzyszkowiak * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "../main.h" #include "../timeline.h" /*! \brief Display level failed screen and set fade-out to be run after few seconds. */ bool LevelFailed(struct Game *game, struct TM_Action *action, enum TM_ActionState state); /*! \brief Accelerate current speed game until threshold is reached */ bool Accelerate(struct Game *game, struct TM_Action *action, enum TM_ActionState state); /*! \brief Set Derpy to walk and move her position on screen. */ bool Walk(struct Game *game, struct TM_Action *action, enum TM_ActionState state); /*! \brief Move screen until some position is reached. */ bool Move(struct Game *game, struct TM_Action *action, enum TM_ActionState state); /*! \brief Fade-in HP meter. */ bool ShowMeter(struct Game *game, struct TM_Action *action, enum TM_ActionState state); /*! \brief Fly Derpy, fly! */ bool Fly(struct Game *game, struct TM_Action *action, enum TM_ActionState state); /*! \brief Generates obstacles. */ bool GenerateObstacles(struct Game *game, struct TM_Action *action, enum TM_ActionState state); /*! \brief Stops Derpy. */ bool Stop(struct Game *game, struct TM_Action *action, enum TM_ActionState state); /*! \brief Shows letter from Twilight on screen. */ bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState state); /*! \brief Fade-in screen. */ bool FadeIn(struct Game *game, struct TM_Action *action, enum TM_ActionState state); /*! \brief Fade-out screen. */ bool FadeOut(struct Game *game, struct TM_Action *action, enum TM_ActionState state); /*! \brief Show welcome screen (for instance "Level 1: Fluttershy"). */ bool Welcome(struct Game *game, struct TM_Action *action, enum TM_ActionState state); /*! \brief Pass level and fade-out after few seconds. */ bool PassLevel(struct Game *game, struct TM_Action *action, enum TM_ActionState state);