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();
}
if (backflipping && (backflip_timer.get_timegone() > 0.15f)) {
backflipping = false;
backflip_direction = 0;
+ physic.set_velocity_x(0);
if (!stone) {
sprite->set_angle(0.0f);
powersprite->set_angle(0.0f);
}
}
else {
- sprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
+ 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
// 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);
}
}