Splited out level stuff from SpecialTile to a Level struct (similar to old one).
[supertux.git] / src / player.cpp
index 78224e8..666616b 100644 (file)
@@ -581,13 +581,27 @@ Player::handle_vertical_input()
                can_flap = false;
                falling_from_flap = true;
             }
+         //if (physic.get_velocity_x() > 0) {physic.set_velocity_x(WALK_SPEED);}
+         //else if (physic.get_velocity_x() < 0) {physic.set_velocity_x(WALK_SPEED * (-1));}
          jumping = true;
          flapping = true;
-         if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME)
+         if (flapping && flapping_timer.get_gone() <= TUX_FLAPPING_TIME
+                && physic.get_velocity_y() < 0)
             {
-               physic.set_velocity_y((float)flapping_timer.get_gone()/450);
+               float gravity = Sector::current()->gravity;
+               float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
+
+               //physic.set_velocity_y((float)flapping_timer.get_gone()/700);
+
+               // XXX: magic numbers. should be a percent of gravity
+               //      gravity is (by default) -0.1f
+               physic.set_acceleration_y(.05 + .06f*xr);
             }
      }
+    else
+     {
+        physic.set_acceleration_y(0);
+     }
    
    // Hover
    //(disabled by default, use cheat code "hover" to toggle on/off)
@@ -668,6 +682,8 @@ Player::handle_vertical_input()
       flapping = false;
       falling_from_flap = false;
       if (flapping_timer.started()) {flapping_timer.stop();}
+
+      physic.set_acceleration_y(0); //for flapping
     }
 
   input.old_up = input.up;
@@ -1170,18 +1186,25 @@ Player::bounce(BadGuy* badguy)
   flapping = false;
   falling_from_flap = false;
   
-  if(player_status.score_multiplier > 1)
-  {  // show a message
+  if(player_status.score_multiplier >= 5)
+    {  // show a message
     char str[124];
-      if (player_status.score_multiplier <= 4) {sprintf(str, _("Combo x%d"), player_status.score_multiplier);}
-      else if (player_status.score_multiplier == 5) {sprintf(str, _("Good! x%d"), player_status.score_multiplier);}
-      else if (player_status.score_multiplier == 6) {sprintf(str, _("Great! x%d"), player_status.score_multiplier);}
-      else if (player_status.score_multiplier == 7) {sprintf(str, _("Awesome! x%d"), player_status.score_multiplier);}
-      else if (player_status.score_multiplier == 8) {sprintf(str, _("Incredible! x%d"), player_status.score_multiplier);}
-      else if (player_status.score_multiplier == 9) {sprintf(str, _("Godlike! ;-) x%d"), player_status.score_multiplier);}
-      else {sprintf(str, _("Unbelievable!! x%d"), player_status.score_multiplier);}
+//      if (player_status.score_multiplier <= 4) {sprintf(str, _("Combo x%d"), player_status.score_multiplier);}
+      if (player_status.score_multiplier == 5)
+        sprintf(str, _("Good! x%d"), player_status.score_multiplier);
+      else if (player_status.score_multiplier == 6)
+        sprintf(str, _("Great! x%d"), player_status.score_multiplier);
+      else if (player_status.score_multiplier == 7)
+        sprintf(str, _("Awesome! x%d"), player_status.score_multiplier);
+      else if (player_status.score_multiplier == 8)
+        sprintf(str, _("Incredible! x%d"), player_status.score_multiplier);
+      else if (player_status.score_multiplier == 9)
+        sprintf(str, _("Godlike! ;-) x%d"), player_status.score_multiplier);
+      else
+        sprintf(str, _("Unbelievable!! x%d"), player_status.score_multiplier);
     Sector::current()->add_floating_text(base, str);
-  }
+    }
+
   if (input.up)
     physic.set_velocity_y(5.2);
   else