void
Yeti::draw_hit_points(DrawingContext& context)
{
- int i;
-
if (hud_head)
{
context.push_transform();
context.set_translation(Vector(0, 0));
- for (i = 0; i < hit_points; ++i)
+ for (int i = 0; i < hit_points; ++i)
{
context.draw_surface(hud_head, Vector(BORDER_X + (i * hud_head->get_width()), BORDER_Y + 1), LAYER_FOREGROUND1);
}
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);
i != sector->gameobjects.end(); ++i) {
YetiStalactite* stalactite = dynamic_cast<YetiStalactite*>(i->get());
if(stalactite && stalactite->is_hanging()) {
- float distancex;
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();
}