Vector ppos = Vector(px, py);
Vector pspeed = Vector(0, 0);
Vector paccel = Vector(0, 0);
- // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
- if (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) {
- // make every other a longer sparkle to make trail a bit fuzzy
- if (size_t(game_time*20)%2) {
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "small", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
- } else {
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "medium", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
- }
- } else {
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite", "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
- }
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/sparkle.sprite",
+ // draw bright sparkle when there is lots of time left, dark sparkle when invincibility is about to end
+ (invincible_timer.get_timeleft() > TUX_INVINCIBLE_TIME_WARNING) ?
+ // make every other a longer sparkle to make trail a bit fuzzy
+ (size_t(game_time*20)%2) ? "small" : "medium"
+ :
+ "dark", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS+1+5));
}
}
}
/* Peeking */
- if( controller->released( Controller::PEEK_LEFT ) ) {
- peekingX = AUTO;
- }
- if( controller->released( Controller::PEEK_RIGHT ) ) {
+ if( controller->released( Controller::PEEK_LEFT ) || controller->released( Controller::PEEK_RIGHT ) ) {
peekingX = AUTO;
}
- if( controller->released( Controller::PEEK_UP ) ) {
- peekingY = AUTO;
- }
- if( controller->released( Controller::PEEK_DOWN ) ) {
+ if( controller->released( Controller::PEEK_UP ) || controller->released( Controller::PEEK_DOWN ) ) {
peekingY = AUTO;
}
if( controller->pressed( Controller::PEEK_LEFT ) ) {