asteroid explode
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@ -473,6 +473,9 @@ void MenuState::handleEvent(const SDL_Event& e) {
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// Start challenge run at level 1
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if (ctx.game) {
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ctx.game->setMode(GameMode::Challenge);
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if (ctx.skipNextLevelUpJingle) {
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*ctx.skipNextLevelUpJingle = true;
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}
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ctx.game->startChallengeRun(1);
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}
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triggerPlay();
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@ -67,6 +67,7 @@ struct StateContext {
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int* exitPopupSelectedButton = nullptr; // 0 = YES, 1 = NO (default)
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bool* gameplayCountdownActive = nullptr; // True if start-of-game countdown is running
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bool* menuPlayCountdownArmed = nullptr; // True if we are transitioning to play and countdown is pending
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bool* skipNextLevelUpJingle = nullptr; // Allows states to silence initial level-up SFX
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// Challenge clear FX (slow block-by-block explosion before next level)
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bool* challengeClearFxActive = nullptr;
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double* challengeClearFxElapsedMs = nullptr;
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