#include <iostream>
#include <cassert>
-#include "gameloop.h"
#include "app/globals.h"
+#include "app/gettext.h"
#include "player.h"
#include "defines.h"
#include "scene.h"
#include "interactive_object.h"
#include "video/screen.h"
#include "statistics.h"
+#include "gameloop.h"
// behavior definitions:
#define TILES_FOR_BUTTJUMP 3
physic.enable_gravity(false);
/* Reset score multiplier (for multi-hits): */
if (!invincible_timer.started())
+ {
+ /*if(player_status.score_multiplier > 2)
+ { // show a message
+ char str[124];
+ sprintf(str, _("%d bad guys in a row!"), player_status.score_multiplier-1);
+ Sector::current()->add_floating_text(base, str);
+ }*/
player_status.score_multiplier = 1;
+ }
}
if(jumped_in_solid)
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)
BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
if(badguy)
{
-
- if (fabsf(base.x - badguy->base.x) < 150 &&
- fabsf(base.y - badguy->base.y) < 60 &&
- (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
- issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
- badguy->kill_me(25);
+ // don't kill when badguys are already dying or in a certain mode
+ if(badguy->dying == DYING_NOT && badguy->mode != BadGuy::BOMB_TICKING &&
+ badguy->mode != BadGuy::BOMB_EXPLODE)
+ {
+ if (fabsf(base.x - badguy->base.x) < 150 &&
+ fabsf(base.y - badguy->base.y) < 60 &&
+ (issolid(badguy->base.x + 1, badguy->base.y + badguy->base.height) ||
+ issolid(badguy->base.x + badguy->base.width - 1, badguy->base.y + badguy->base.height)))
+ badguy->kill_me(25);
+ }
}
}
}
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;
void
Player::bounce(BadGuy* badguy)
{
+ //Make sure we stopped flapping
+ flapping = false;
+ falling_from_flap = false;
+
+ 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);}
+ 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