Super Derpy: Muffin Attack
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src
levels
actions.h
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/*
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* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "../main.h"
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#include "../timeline.h"
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bool
LevelFailed
(
struct
Game
*game,
struct
TM_Action
*action,
enum
TM_ActionState
state);
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bool
Accelerate
(
struct
Game
*game,
struct
TM_Action
*action,
enum
TM_ActionState
state);
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bool
Walk
(
struct
Game
*game,
struct
TM_Action
*action,
enum
TM_ActionState
state);
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bool
Move
(
struct
Game
*game,
struct
TM_Action
*action,
enum
TM_ActionState
state);
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bool
ShowMeter
(
struct
Game
*game,
struct
TM_Action
*action,
enum
TM_ActionState
state);
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bool
Fly
(
struct
Game
*game,
struct
TM_Action
*action,
enum
TM_ActionState
state);
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bool
Run
(
struct
Game
*game,
struct
TM_Action
*action,
enum
TM_ActionState
state);
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bool
GenerateObstacles
(
struct
Game
*game,
struct
TM_Action
*action,
enum
TM_ActionState
state);
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bool
Stop
(
struct
Game
*game,
struct
TM_Action
*action,
enum
TM_ActionState
state);
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bool
Letter
(
struct
Game
*game,
struct
TM_Action
*action,
enum
TM_ActionState
state);
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bool
FadeIn
(
struct
Game
*game,
struct
TM_Action
*action,
enum
TM_ActionState
state);
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bool
FadeOut
(
struct
Game
*game,
struct
TM_Action
*action,
enum
TM_ActionState
state);
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bool
Welcome
(
struct
Game
*game,
struct
TM_Action
*action,
enum
TM_ActionState
state);
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bool
PassLevel
(
struct
Game
*game,
struct
TM_Action
*action,
enum
TM_ActionState
state);
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