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Make tux and yeti dying state not reveal secret tilemaps
[supertux.git]
/
src
/
badguy
/
yeti.cpp
diff --git
a/src/badguy/yeti.cpp
b/src/badguy/yeti.cpp
index
e958d53
..
8d1b49b
100644
(file)
--- a/
src/badguy/yeti.cpp
+++ b/
src/badguy/yeti.cpp
@@
-93,14
+93,12
@@
Yeti::draw(DrawingContext& context)
void
Yeti::draw_hit_points(DrawingContext& context)
{
void
Yeti::draw_hit_points(DrawingContext& context)
{
- int i;
-
if (hud_head)
{
context.push_transform();
context.set_translation(Vector(0, 0));
if (hud_head)
{
context.push_transform();
context.set_translation(Vector(0, 0));
- for (i = 0; i < hit_points; ++i)
+ for (i
nt i
= 0; i < hit_points; ++i)
{
context.draw_surface(hud_head, Vector(BORDER_X + (i * hud_head->get_width()), BORDER_Y + 1), LAYER_FOREGROUND1);
}
{
context.draw_surface(hud_head, Vector(BORDER_X + (i * hud_head->get_width()), BORDER_Y + 1), LAYER_FOREGROUND1);
}
@@
-214,6
+212,9
@@
void Yeti::take_hit(Player& )
physic.set_velocity_x(0);
physic.set_velocity_y(0);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
+ // Set the badguy layer to be above the foremost, so that
+ // this does not reveal secret tilemaps:
+ layer = Sector::current()->get_foremost_layer() + 1;
state = SQUISHED;
state_timer.start(YETI_SQUISH_TIME);
set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
state = SQUISHED;
state_timer.start(YETI_SQUISH_TIME);
set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
@@
-244,12
+245,11
@@
Yeti::drop_stalactite()
Sector* sector = Sector::current();
for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
i != sector->gameobjects.end(); ++i) {
Sector* sector = Sector::current();
for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
i != sector->gameobjects.end(); ++i) {
- YetiStalactite* stalactite = dynamic_cast<YetiStalactite*>
(*i
);
+ YetiStalactite* stalactite = dynamic_cast<YetiStalactite*>
(i->get()
);
if(stalactite && stalactite->is_hanging()) {
if(stalactite && stalactite->is_hanging()) {
- float distancex;
if (hit_points >= 3) {
// drop stalactites within 3 of player, going out with each jump
if (hit_points >= 3) {
// drop stalactites within 3 of player, going out with each jump
- distancex = fabsf(stalactite->get_bbox().get_middle().x - player->get_bbox().get_middle().x);
+
float
distancex = fabsf(stalactite->get_bbox().get_middle().x - player->get_bbox().get_middle().x);
if(distancex < stomp_count*32) {
stalactite->start_shaking();
}
if(distancex < stomp_count*32) {
stalactite->start_shaking();
}