}
// BadGuy fall below the ground
- if (base.y > screen->h) {
+ if (base.y > World::current()->get_level()->height * 32) {
remove_me();
return;
}
{
make_player_jump(player);
- World::current()->add_score(base.x,
- base.y, 50 * player_status.score_multiplier);
+ World::current()->add_score(Vector(base.x, base.y),
+ 50 * player_status.score_multiplier);
play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
player_status.score_multiplier++;
World::current()->add_bad_guy(base.x, base.y, BAD_BOMB);
make_player_jump(player);
- World::current()->add_score(base.x, base.y, 50 * player_status.score_multiplier);
+ World::current()->add_score(Vector(base.x, base.y),
+ 50 * player_status.score_multiplier);
play_sound(sounds[SND_SQUISH], SOUND_CENTER_SPEAKER);
player_status.score_multiplier++;
remove_me();
make_player_jump(player);
- World::current()->add_score(base.x, base.y, 25 * player_status.score_multiplier);
+ World::current()->add_score(Vector(base.x, base.y),
+ 25 * player_status.score_multiplier);
player_status.score_multiplier++;
// simply remove the fish...
/* Gain some points: */
if (score != 0)
- World::current()->add_score(base.x, base.y,
- score * player_status.score_multiplier);
+ World::current()->add_score(Vector(base.x, base.y),
+ score * player_status.score_multiplier);
/* Play death sound: */
play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);