# define MODE_pacman
# define DEFAULTS "*delay: 10000 \n" \
"*size: 0 \n" \
- "*ncolors: 6 \n"
+ "*ncolors: 6 \n" \
+ "*fpsTop: true \n" \
+ "*fpsSolid: true \n" \
+
# define UNIFORM_COLORS
# define BRIGHT_COLORS
# define reshape_pacman 0
Display *display = MI_DISPLAY (mi);
Window window = MI_WINDOW (mi);
unsigned int ghost;
- int alldead;
if (pp->pacman.aistate == ps_dieing) return;
- alldead = 1;
for (ghost = 0; ghost < pp->nghosts; ghost++) {
/* The ghost have to be scared before you can kill them */
}
continue;
}
-
- alldead = 0;
}
-
-
}
/* Resets state of ghosts + pacman. Creates a new level, draws that level. */
pp->pacman.oldcf = pp->pacman.cf;
pp->pacman.oldrf = pp->pacman.rf;
}
- old_mask_dir = dir;
- old_mask_mouth = pp->pm_mouth;
}
#if 0
pp->spriteys = MAX (pp->ys + (pp->ys >> 1) - 1, 1);
pp->spritedx = (pp->xs - pp->spritexs) >> 1;
pp->spritedy = (pp->ys - pp->spriteys) >> 1;
- pp->old_pac_state = chasing;
+ pp->old_pac_state = ps_chasing;
if (!pp->stippledGC) {
gcv.foreground = MI_BLACK_PIXEL (mi);