Hi, Laszlo, >could it be modified in a way, >when an incoming call happens, it stops itself (like when you touch on >the screen), to prevent CPU abuse?
I think this can be done easily and in a platform-independent way: it is needed to pause the game when window looses focus (SDL_ACTIVEEVENT). >And btw, what happened with the mokomaze's dreams like: >* 2 player mode (I play, then i pass to her to play, then I play again) >* number of lives >* some score system >* some cheetings >* enemy ball or teleport doors or having multiple balls when you hit >a magic hole, just like what flippers do. I suppose that overwhelming majority of the core features is already implemented. I continue to support the game to make it compatible with new kernels and distributions (e.g. /dev/input/event numbering was changed in openwrt's 2.6.30 kernel) and add a minor improvements but I'm not going to implement new gameplay features in the nearest future. There was my TODO list: * non-rectangular walls * moving platforms * pop-up menu for settings, enabling/disabling optional gameplay features, accelerometer calibration * score system (optional) * cheat mode when the phone is upside down (optional) It was not planned to implement a network game, number of lives and multiple balls. As usually: if someone want to participate in development of Mokomaze feel free to create a fork of the project at github and start coding. Cheers, Anton -- View this message in context: http://n2.nabble.com/Mokomaze-and-incoming-call-tp3716889p3720112.html Sent from the Openmoko Community mailing list archive at Nabble.com. _______________________________________________ Openmoko community mailing list [email protected] http://lists.openmoko.org/mailman/listinfo/community

