diff options
author | Vito Caputo <vcaputo@pengaru.com> | 2022-10-17 13:35:56 -0700 |
---|---|---|
committer | Vito Caputo <vcaputo@pengaru.com> | 2022-10-17 13:35:56 -0700 |
commit | 5f2f8163b02c6618bcb67f86bb0b01ead376698b (patch) | |
tree | 9e525869cfa134f5061088ebd35eac89fefe52dd /src/game.c | |
parent | 61bb33b0fa99dfebac3083872dbda94f9f949165 (diff) |
game: s/update_viruses/update_entities/
This name already doesn't quite reflect what's happening since
the addition of the TV.
There will be more non-viruses stuff added to this function only
making the existing name even more wrong. Renaming for better
accuracy along with the associated timer's symbolic constants.
No functional changes...
Diffstat (limited to 'src/game.c')
-rw-r--r-- | src/game.c | 12 |
1 files changed, 6 insertions, 6 deletions
@@ -45,8 +45,8 @@ #define GAME_VIRUS_SPEED .01f #define GAME_ADULT_SPEED .04f -#define GAME_VIRUS_DELAY_MS 20 -#define GAME_VIRUS_TIMER PLAY_TICKS_TIMER1 +#define GAME_ENTITIES_DELAY_MS 20 +#define GAME_ENTITIES_TIMER PLAY_TICKS_TIMER1 #define GAME_TV_DELAY_MS 3000 #define GAME_TV_TIMER PLAY_TICKS_TIMER3 @@ -305,7 +305,7 @@ static ix2_search_status_t virus_search(void *cb_context, ix2_object_t *ix2_obje * and the virus respawns somewhere * - if the newly infected thing is the adult, the game ends */ -static void update_viruses(play_t *play, game_t *game) +static void update_entities(play_t *play, game_t *game) { virus_search_t search = { .game = game }; @@ -535,7 +535,7 @@ static void game_enter(play_t *play, void *context) assert(game); play_music_set(play, PLAY_MUSIC_FLAG_LOOP|PLAY_MUSIC_FLAG_IDEMPOTENT, "assets/game.ogg"); - play_ticks_reset(play, GAME_VIRUS_TIMER); + play_ticks_reset(play, GAME_ENTITIES_TIMER); stage_set_active(game->plasma_node, 1); reset_game(game); } @@ -551,8 +551,8 @@ static void game_update(play_t *play, void *context) switch (game->state) { case GAME_STATE_PLAYING: { - if (play_ticks_elapsed(play, GAME_VIRUS_TIMER, GAME_VIRUS_DELAY_MS)) - update_viruses(play, game); + if (play_ticks_elapsed(play, GAME_ENTITIES_TIMER, GAME_ENTITIES_DELAY_MS)) + update_entities(play, game); if (play_ticks_elapsed(play, GAME_KBD_TIMER, GAME_KBD_DELAY_MS)) { const Uint8 *key_state = SDL_GetKeyboardState(NULL); |