enable_hover = false;
butt_jump = false;
+ flapping_velocity = 0;
+
frame_main = 0;
frame_ = 0;
if (!flapping_timer.started())
{
flapping_timer.start(TUX_FLAPPING_TIME);
+ flapping_velocity = physic.get_velocity_x();
}
if (!flapping_timer.check())
{
}
jumping = true;
flapping = true;
- float iv = physic.get_velocity_x(); //flapping speed depends on initial velocity
- float fv = 1.2; //fixed velocity that is reached when flapping is done
- float cv = 0; //current velocity
- if (iv < 0) {fv *= (-1);} //make fv negative or positive depending on direction of iv
if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME)
{
- //TODO: Tux currently slows down too fast; fix that.
- if (iv == 0) {cv = 0;}
- else {cv = (iv-((iv-fv)*(float)flapping_timer.get_gone()/TUX_FLAPPING_TIME));}
+ float cv;
+ if (flapping_velocity == 0) {cv = 0;}
+ else {cv = flapping_velocity*(sqrt(TUX_FLAPPING_TIME-(float)flapping_timer.get_gone()))/sqrt(TUX_FLAPPING_TIME);}
//Handle change of direction while flapping
if (((dir == LEFT) && (cv > 0)) || (dir == RIGHT) && (cv < 0)) {cv *= (-1);}
physic.set_velocity_x(cv);
- physic.set_velocity_y((float)flapping_timer.get_gone()/700);
+ physic.set_velocity_y((float)flapping_timer.get_gone()/850);
}
}
else if (safe_timer.started() && global_frame_counter%2)
; // don't draw Tux
else
- tux_body->draw(context, pos, layer, dir == LEFT ? HORIZONTAL_FLIP : NONE_EFFECT);
+ tux_body->draw(context, pos, layer);
// Draw blinking star overlay
if (invincible_timer.started() &&