int *tiles;
int gap_pos;
int completed;
- int just_used_solve; /* used to suppress undo animation */
int used_solve; /* used to suppress completion flash */
int movecount;
};
assert(state->tiles[state->gap_pos] == 0);
state->completed = state->movecount = 0;
- state->used_solve = state->just_used_solve = FALSE;
+ state->used_solve = FALSE;
return state;
}
ret->completed = state->completed;
ret->movecount = state->movecount;
ret->used_solve = state->used_solve;
- ret->just_used_solve = state->just_used_solve;
return ret;
}
for (i = 0; i < ret->n; i++)
ret->tiles[i] = (i+1) % ret->n;
ret->gap_pos = ret->n-1;
- ret->used_solve = ret->just_used_solve = TRUE;
+ ret->used_solve = TRUE;
ret->completed = ret->movecount = 1;
return ret;
up = C(from, ux, uy);
ret = dup_game(from);
- ret->just_used_solve = FALSE; /* zero this in a hurry */
ret->gap_pos = C(from, dx, dy);
assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
static float game_anim_length(game_state *oldstate,
game_state *newstate, int dir, game_ui *ui)
{
- if ((dir > 0 && newstate->just_used_solve) ||
- (dir < 0 && oldstate->just_used_solve))
- return 0.0F;
- else
- return ANIM_TIME;
+ return ANIM_TIME;
}
static float game_flash_length(game_state *oldstate,