libsuperderpy/src/levels/level6.c
2012-11-13 16:49:18 +01:00

79 lines
2.1 KiB
C

/*! \file level6.c
* \brief Level 6 code.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* 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 <stdio.h>
#include "../gamestates/level.h"
#include "modules/moonwalk.h"
#include "../timeline.h"
#include "actions.h"
#include "level6.h"
void Level6_Load(struct Game *game) {
Moonwalk_Load(game);
TM_AddAction(&DoMoonwalk, NULL, "moonwalk");
TM_AddBackgroundAction(&DoMoonwalk, NULL, 5000, "moonwalkDerp");
TM_AddBackgroundAction(&PassLevel, NULL, 10000, "passlevel");
FadeGameState(game, true);
}
void Level6_Unload(struct Game *game) {
Moonwalk_Unload(game);
}
void Level6_UnloadBitmaps(struct Game *game) {
Moonwalk_UnloadBitmaps(game);
}
void Level6_Preload(struct Game *game) {
Moonwalk_Preload(game);
}
inline int Level6_PreloadSteps(void) {
return 0+Moonwalk_PreloadSteps();
}
void Level6_PreloadBitmaps(struct Game *game, void (*progress)(struct Game*, float)) {
//PROGRESS_INIT(Level6_PreloadSteps());
Moonwalk_PreloadBitmaps(game, progress);
}
void Level6_Draw(struct Game *game) {
Moonwalk_Draw(game);
}
void Level6_Logic(struct Game *game) {
Moonwalk_Logic(game);
}
void Level6_Keydown(struct Game *game, ALLEGRO_EVENT *ev) {
Moonwalk_Keydown(game, ev);
}
void Level6_ProcessEvent(struct Game *game, ALLEGRO_EVENT *ev) {
Moonwalk_ProcessEvent(game, ev);
}
void Level6_Resume(struct Game *game) {
Moonwalk_Resume(game);
}
void Level6_Pause(struct Game *game) {
Moonwalk_Pause(game);
}