}
void
-BouncyDistro::draw(ViewPort& viewport, int )
+BouncyDistro::draw(Camera& viewport, int )
{
img_distro[0]->draw(viewport.world2screen(position));
}
}
void
-BrokenBrick::draw(ViewPort& viewport, int )
+BrokenBrick::draw(Camera& viewport, int )
{
SDL_Rect src, dest;
src.x = rand() % 16;
}
void
-BouncyBrick::draw(ViewPort& viewport, int)
+BouncyBrick::draw(Camera& viewport, int)
{
Tile::draw(viewport.world2screen(position + Vector(0, offset)), shape);
}
}
void
-FloatingScore::draw(ViewPort& viewport, int )
+FloatingScore::draw(Camera& viewport, int )
{
gold_text->draw(str, viewport.world2screen(position));
}
}
void
-Trampoline::draw(ViewPort& viewport, int )
+Trampoline::draw(Camera& viewport, int )
{
img_trampoline[frame]->draw(viewport.world2screen(Vector(base.x, base.y)));
frame = 0;
else
frame = 0;
- if (squish_amount < 20)
+ if (squish_amount < 20) {
pplayer_c->physic.set_velocity_y(power);
+ pplayer_c->fall_mode = Player::TRAMPOLINE_JUMP;
+ }
else if (pplayer_c->physic.get_velocity_y() < 0)
pplayer_c->physic.set_velocity_y(-squish_amount/32);
}
point = 0;
move = false;
+ float x = pos_x[point+1] - pos_x[point];
+ float y = pos_y[point+1] - pos_y[point];
+ vel_x = x*velocity / sqrt(x*x + y*y);
+ vel_y = -(velocity - vel_x);
+
frame = 0;
}
}
void
-FlyingPlatform::draw(ViewPort& viewport, int )
+FlyingPlatform::draw(Camera& viewport, int )
{
img_flying_platform->draw(viewport.world2screen(Vector(base.x, base.y)));
}
pos_y[point] == pos_y[point+1]))
{
point++;
+
+ float x = pos_x[point+1] - pos_x[point];
+ float y = pos_y[point+1] - pos_y[point];
+ vel_x = x*velocity / sqrt(x*x + y*y);
+ vel_y = -(velocity - vel_x);
}
}
else // last point
// reverse vector
return;
}
-
+/*
if(pos_x[point+1] > base.x)
base.x += velocity * frame_ratio;
else if(pos_x[point+1] < base.x)
base.y += velocity * frame_ratio;
else if(pos_y[point+1] < base.y)
base.y -= velocity * frame_ratio;
-/*
-float x = pos_x[point+1] - pos_x[point];
-float y = pos_y[point+1] - pos_y[point];
-float vel_x = x*velocity / sqrt(x*x + y*y);
-float vel_y = velocity - vel_x;
+*/
base.x += vel_x * frame_ratio;
base.y += vel_y * frame_ratio;
-*/
}
void