commit a7de0677
The exit button now works for single puzzle. So does the next and retry but that doesn't matter much
Changed files
| M | source/code/main.cpp before |
| M | source/code/mainVars.inc before |
diff --git a/source/code/main.cpp b/source/code/main.cpp
index 30d8e76..6c570f9 100644
--- a/source/code/main.cpp
+++ b/source/code/main.cpp
@@ -669,10 +669,10 @@ void DrawEverything(int xsize, int ysize,BlockGameSdl* theGame, BlockGameSdl* th
if (theGame->GetAIenabled()) {
NFont_Write(screen, theGame->GetTopX()+10,theGame->GetTopY()-34,_("AI") );
}
- else if (editorMode) {
+ else if (editorMode || singlePuzzle) {
NFont_Write(screen, theGame->GetTopX()+10,theGame->GetTopY()-34,_("Playing field") );
}
- else if (!singlePuzzle) {
+ else {
NFont_Write(screen, theGame->GetTopX()+10,theGame->GetTopY()-34,player1name);
}
if (theGame->isTimeTrial()) {
@@ -1820,7 +1820,7 @@ int runGame(int gametype, int level) {
bMouseUp2=true;
}
- if ((!singlePuzzle)&&(!editorMode)) {
+ if (!editorMode ) {
//read mouse events
if (SDL_GetMouseState(nullptr,nullptr)&SDL_BUTTON(1) && bMouseUp) {
//This is the mouse events
@@ -1852,9 +1852,6 @@ int runGame(int gametype, int level) {
if ((SDL_GetMouseState(nullptr,nullptr)&SDL_BUTTON(3))==SDL_BUTTON(3) && bMouseUp2) {
bMouseUp2=false; //The button is pressed
}
- } //if !singlePuzzle
- else {
-
}
} //if !bScreenBocked;
diff --git a/source/code/mainVars.inc b/source/code/mainVars.inc
index ae3a018..e3a0fd9 100644
--- a/source/code/mainVars.inc
+++ b/source/code/mainVars.inc
@@ -173,7 +173,8 @@ bool twoPlayers; //True if two players are playing
//Old Stage Clear Buble
static int oldBubleX, oldBubleY;
-static bool singlePuzzle = false; //if true we are just in a little 300x600 window
+//Allows starting the game with just a single puzzle. Mainly to be able to open a puzzle directly from the level editor
+static bool singlePuzzle = false;
static int singlePuzzleNr = 0;
static std::string singlePuzzleFile;