backflipping = false;
backflip_direction = 0;
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
visible = true;
ability_time = 0;
stone = false;
backflipping = false;
backflip_direction = 0;
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
GameSession::current()->start_sequence(sequence_name);
}
if (backflip_timer.started()) physic.set_velocity_x(100 * backflip_direction);
//rotate sprite during flip
sprite->set_angle(sprite->get_angle() + (dir==LEFT?1:-1) * elapsed_time * (360.0f / 0.5f));
+ if (player_status->bonus == EARTH_BONUS || player_status->bonus == AIR_BONUS) {
+ powersprite->set_angle(sprite->get_angle());
+ if (player_status->bonus == EARTH_BONUS)
+ lightsprite->set_angle(sprite->get_angle());
+ }
}
// set fall mode...
backflipping = false;
backflip_direction = 0;
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
// if controls are currently deactivated, we take care of standing up ourselves
if (deactivated)
backflipping = false;
backflip_direction = 0;
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
}
}
physic.set_velocity_x(0);
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
if(!completely && is_big()) {
SoundManager::current()->play("sounds/hurt.wav");
duck = false;
backflipping = false;
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
set_bonus(NO_BONUS, true);
} else if(player_status->bonus == NO_BONUS) {
safe_timer.start(TUX_SAFE_TIME);
duck = false;
backflipping = false;
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
last_ground_y = vector.y;
if (climbing) stop_climbing(*climbing);
backflipping = false;
backflip_direction = 0;
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
}
}