reader.get("direction", dir_str);
start_dir = str2dir( dir_str );
dir = start_dir;
-
+
reader.get("dead-script", dead_script);
draw_dead_script_hint = (dead_script != "");
if (draw_dead_script_hint) {
Vector ppos = Vector(systemRandom.randf(bbox.p1.x+8, bbox.p2.x-8), bbox.p2.y);
Vector pspeed = Vector(0, -100);
- Sector::current()->add_object(new Particles(ppos, 44, 46, pspeed, Vector(0,0), 1, Color(.6, .2, .2), 3, .1, LAYER_OBJECTS+1));
+ Sector::current()->add_object(new Particles(ppos, 44, 46, pspeed, Vector(0,0), 1, Color(.6f, .2f, .2f), 3, .1f, LAYER_OBJECTS+1));
}
}
}
if(tile_attributes & Tile::HURTS) {
if (tile_attributes & Tile::FIRE) {
if (is_flammable()) ignite();
- }
+ }
else if (tile_attributes & Tile::ICE) {
if (is_freezable()) freeze();
}
bullet.ricochet(*this, hit);
return FORCE_MOVE;
}
- }
+ }
else if (is_ignited()) {
if(bullet.get_type() == ICE_BONUS) {
// ice bullets extinguish ignited badguys
float scroll_y = Sector::current()->camera->get_translation().y;
if(bbox.p2.x < scroll_x - X_OFFSCREEN_DISTANCE
- || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE
+ || bbox.p1.x > scroll_x + X_OFFSCREEN_DISTANCE + SCREEN_WIDTH
|| bbox.p2.y < scroll_y - Y_OFFSCREEN_DISTANCE
- || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE)
+ || bbox.p1.y > scroll_y + Y_OFFSCREEN_DISTANCE + SCREEN_HEIGHT)
return true;
return false;
if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
start_position.x < scroll_x - bbox.get_width() &&
start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
+ start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) {
if (start_dir != AUTO) dir = start_dir; else dir = RIGHT;
set_state(STATE_ACTIVE);
activate();
} else if (start_position.x > scroll_x + SCREEN_WIDTH &&
start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE &&
start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
+ start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) {
if (start_dir != AUTO) dir = start_dir; else dir = LEFT;
set_state(STATE_ACTIVE);
activate();
//Badguy over or under screen
} else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- start_position.x < scroll_x + X_OFFSCREEN_DISTANCE &&
+ start_position.x < scroll_x + SCREEN_WIDTH + X_OFFSCREEN_DISTANCE &&
((start_position.y > scroll_y + SCREEN_HEIGHT &&
start_position.y < scroll_y + SCREEN_HEIGHT + Y_OFFSCREEN_DISTANCE) ||
(start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
activate();
} else if(state == STATE_INIT
&& start_position.x > scroll_x - X_OFFSCREEN_DISTANCE
- && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE
+ && start_position.x < scroll_x + X_OFFSCREEN_DISTANCE + SCREEN_WIDTH
&& start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE
- && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE) {
+ && start_position.y < scroll_y + Y_OFFSCREEN_DISTANCE + SCREEN_HEIGHT ) {
if (start_dir != AUTO) {
dir = start_dir;
} else {
return frozen;
}
-void
-BadGuy::ignite()
+void
+BadGuy::ignite()
{
kill_fall();
}
-void
-BadGuy::extinguish()
+void
+BadGuy::extinguish()
{
}
-bool
-BadGuy::is_flammable() const
+bool
+BadGuy::is_flammable() const
{
return true;
}
-bool
-BadGuy::is_ignited() const
+bool
+BadGuy::is_ignited() const
{
return ignited;
}
-