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- added quick&dirty peeking back (not exactly perfect, but better then no peeking)
[supertux.git]
/
src
/
object
/
player.cpp
diff --git
a/src/object/player.cpp
b/src/object/player.cpp
index
e930279
..
5b965a2
100644
(file)
--- a/
src/object/player.cpp
+++ b/
src/object/player.cpp
@@
-51,7
+51,7
@@
#include "object/sprite_particle.hpp"
#include "trigger/climbable.hpp"
#include "object/sprite_particle.hpp"
#include "trigger/climbable.hpp"
-//#define
DO_
SWIMMING
+//#define SWIMMING
static const int TILES_FOR_BUTTJUMP = 3;
static const float SHOOTING_TIME = .150f;
static const int TILES_FOR_BUTTJUMP = 3;
static const float SHOOTING_TIME = .150f;
@@
-114,16
+114,16
@@
TuxBodyParts::set_action(std::string action, int loops)
}
void
}
void
-TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer)
+TuxBodyParts::draw(DrawingContext& context, const Vector& pos, int layer
, Portable* grabbed_object
)
{
if(head != NULL)
{
if(head != NULL)
- head->draw(context, pos, layer-
1
);
+ head->draw(context, pos, layer-
2
);
if(body != NULL)
if(body != NULL)
- body->draw(context, pos, layer-
3
);
+ body->draw(context, pos, layer-
4
);
if(arms != NULL)
if(arms != NULL)
- arms->draw(context, pos, layer
+10
);
+ arms->draw(context, pos, layer
-1 + (grabbed_object?10:0)
);
if(feet != NULL)
if(feet != NULL)
- feet->draw(context, pos, layer-
2
);
+ feet->draw(context, pos, layer-
3
);
}
Player::Player(PlayerStatus* _player_status, const std::string& name)
}
Player::Player(PlayerStatus* _player_status, const std::string& name)
@@
-541,9
+541,6
@@
Player::do_backflip() {
if (!on_ground())
return;
if (!on_ground())
return;
- // TODO: we don't have an animation for firetux backflipping, so let's revert to bigtux
- set_bonus(GROWUP_BONUS, true);
-
backflip_direction = (dir == LEFT)?(+1):(-1);
backflipping = true;
do_jump(-580);
backflip_direction = (dir == LEFT)?(+1):(-1);
backflipping = true;
do_jump(-580);
@@
-1026,7
+1023,7
@@
Player::draw(DrawingContext& context)
else if (safe_timer.started() && size_t(game_time*40)%2)
; // don't draw Tux
else
else if (safe_timer.started() && size_t(game_time*40)%2)
; // don't draw Tux
else
- tux_body->draw(context, get_pos(), layer);
+ tux_body->draw(context, get_pos(), layer
, grabbed_object
);
}
}