/ * #### [Player action] #### * /
void PlayerAct (GAMEACT * ix) / * (ACTWK *) >> cast to (GAMEACT *) * /
{
enum {
INIT, MAIN,
};
switch(ix->level) {
case INIT:
/ * Initialize player coordinates * /
ix->level++;
case MAIN:
/ * Player movement * /
/ * Collision judgment * /
break;
}
}