SoundManager::current()->preload("sounds/skid.wav");
SoundManager::current()->preload("sounds/flip.wav");
SoundManager::current()->preload("sounds/invincible_start.ogg");
- SoundManager::current()->preload("sounds/splash.ogg");
+ SoundManager::current()->preload("sounds/splash.wav");
init();
}
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...
if (backflipping && (backflip_timer.get_timegone() > 0.15f)) {
backflipping = false;
backflip_direction = 0;
- sprite->set_angle(0.0f);
+ physic.set_velocity_x(0);
+ if (!stone) {
+ 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)
// dust some particles
Sector::current()->add_object(
std::make_shared<Particles>(
- Vector(dir == RIGHT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
- dir == RIGHT ? 270+20 : 90-40, dir == RIGHT ? 270+40 : 90-20,
- Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
- LAYER_OBJECTS+1));
+ Vector(dir == LEFT ? get_bbox().p2.x : get_bbox().p1.x, get_bbox().p2.y),
+ dir == LEFT ? 50 : -70, dir == LEFT ? 70 : -50, 260, 280,
+ Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1));
ax *= 2.5;
} else {
return;
if (backflipping)
return;
+ if (stone)
+ return;
if (adjust_height(BIG_TUX_HEIGHT)) {
duck = false;
if (controller->pressed(Controller::DOWN) && player_status->bonus == EARTH_BONUS && !cooldown_timer.started()) {
if (controller->hold(Controller::ACTION) && !ability_timer.started()) {
ability_timer.start(player_status->max_earth_time * STONE_TIME_PER_FLOWER);
+ powersprite->stop_animation();
stone = true;
physic.set_gravity_modifier(1.0f); // Undo jump_early_apex
}
if (stone && (!controller->hold(Controller::ACTION) || ability_timer.get_timeleft() <= 0.5f)) {
cooldown_timer.start(ability_timer.get_timegone()/2.0f); //The longer stone form is used, the longer until it can be used again
ability_timer.stop();
+ sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
stone = false;
for (int i = 0; i < 8; i++)
{
backflipping = false;
backflip_direction = 0;
sprite->set_angle(0.0f);
+ powersprite->set_angle(0.0f);
+ lightsprite->set_angle(0.0f);
}
}
// make sure the Portable is a MovingObject
MovingObject* moving_object = dynamic_cast<MovingObject*> (portable);
assert(moving_object);
- if(moving_object == NULL)
- continue;
// make sure the Portable isn't currently non-solid
if(moving_object->get_group() == COLGROUP_DISABLED) continue;
// ignore GROWUP_BONUS if we're already big
if (type == GROWUP_BONUS) {
- if (!player_status->bonus == NO_BONUS)
+ if (player_status->bonus != NO_BONUS)
return true;
}
else if (player_status->bonus == ICE_BONUS)
sa_prefix = "ice";
else if (player_status->bonus == AIR_BONUS)
- sa_prefix = "ice";
+ sa_prefix = "air";
else if (player_status->bonus == EARTH_BONUS)
sa_prefix = "earth";
else
if (player_status->bonus == EARTH_BONUS) {
powersprite->set_action(sprite->get_action());
lightsprite->set_action(sprite->get_action());
- }
+ } else if (player_status->bonus == AIR_BONUS)
+ powersprite->set_action(sprite->get_action());
/*
// Tux is holding something
Vector shake_delta = (stone && ability_timer.get_timeleft() < 1.0f) ? Vector(graphicsRandom.rand(-3,3), 0) : Vector(0,0);
sprite->draw(context, get_pos() + shake_delta, LAYER_OBJECTS + 1);
// draw hardhat
- powersprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
+ powersprite->draw(context, get_pos() + shake_delta, LAYER_OBJECTS + 1);
// light
context.push_target();
context.set_target(DrawingContext::LIGHTMAP);
- lightsprite->draw(context, get_pos()/* + Vector(dir==LEFT ? 0 : 32, 0)*/, 0);
+ lightsprite->draw(context, get_pos(), 0);
context.pop_target();
// give an indicator that stone form cannot be used for a while
if (cooldown_timer.started() && graphicsRandom.rand(0, 4) == 0) {
ppos, ANCHOR_MIDDLE, Vector(0, 0), Vector(0, 0), LAYER_OBJECTS+1+5));
}
}
- else
- sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
+ else {
+ if(dying)
+ sprite->draw(context, get_pos(), Sector::current()->get_foremost_layer() + 1);
+ else
+ sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
+
+ if (player_status->bonus == AIR_BONUS)
+ powersprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
+ }
}
if( tile_attributes & Tile::WATER ){
swimming = true;
no_water = false;
- SoundManager::current()->play( "sounds/splash.ogg" );
+ SoundManager::current()->play( "sounds/splash.wav" );
}
}
#endif
on_ground_flag = false;
Sector::current()->add_object(std::make_shared<Particles>(
Vector(get_bbox().p2.x, get_bbox().p2.y),
- 270+20, 270+40,
- Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
- LAYER_OBJECTS+1));
+ 50, 70, 260, 280, Vector(0, 300), 3,
+ Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1));
Sector::current()->add_object(std::make_shared<Particles>(
Vector(get_bbox().p1.x, get_bbox().p2.y),
- 90-40, 90-20,
- Vector(280, -260), Vector(0, 300), 3, Color(.4f, .4f, .4f), 3, .8f,
- LAYER_OBJECTS+1));
+ -70, -50, 260, 280, Vector(0, 300), 3,
+ Color(.4f, .4f, .4f), 3, .8f, LAYER_OBJECTS+1));
Sector::current()->camera->shake(.1f, 0, 5);
}
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);
// TODO: need nice way to handle players dying in co-op mode
Sector::current()->effect->fade_out(3.0);
- SoundManager::current()->stop_music(3.0);
+ SoundManager::current()->pause_music(3.0);
}
}
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);
}
}