currentsector->camera->reset(Vector(tux.base.x, tux.base.y));
last_keys.clear();
}
+ // temporary to help player's choosing a flapping
+ if(compare_last(last_keys, "marek"))
+ {
+ tux.flapping_mode = Player::MAREK_FLAP;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "ricardo"))
+ {
+ tux.flapping_mode = Player::RICARDO_FLAP;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "ryan"))
+ {
+ tux.flapping_mode = Player::RYAN_FLAP;
+ last_keys.clear();
+ }
break;
case SDL_JOYAXISMOTION:
int red = rand() % 255; // calculate firework color
int green = rand() % red;
- currentsector->add_particles(epicenter, Vector(1.4,1.4), Vector(0,0),
- 45, Color(red,green,0), 3, 1300);
+ currentsector->add_particles(epicenter, 0, 360, Vector(1.4,1.4),
+ Vector(0,0), 45, Color(red,green,0), 3, 1300,
+ LAYER_FOREGROUND1+1);
SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
random_timer.start(rand() % 400 + 600); // next firework
if (access(slotfile.c_str(), F_OK) != 0)
{
+ shrink_fade(Vector(screen->w/2,screen->h/2), 600);
draw_intro();
}
- // shrink_fade(Point((screen->w/2),(screen->h/2)), 1000);
fadeout(256);
-
DrawingContext context;
context.draw_text(white_text, "Loading...",
Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);