#include <iostream>
#include <cassert>
-#include "gameloop.h"
#include "app/globals.h"
#include "player.h"
#include "defines.h"
#include "interactive_object.h"
#include "video/screen.h"
#include "statistics.h"
+#include "gameloop.h"
// behavior definitions:
#define TILES_FOR_BUTTJUMP 3
// Flapping
if (input.up == DOWN && can_flap)
{
- if (!flapping_timer.started()) {flapping_timer.start(TUX_FLAPPING_TIME);}
+ if (!flapping_timer.started())
+ {
+ flapping_timer.start(TUX_FLAPPING_TIME);
+ }
if (!flapping_timer.check())
{
can_flap = false;
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);
+ }
}
}
}
jumping = false;
flapping = false;
falling_from_flap = false;
+ if (flapping_timer.started()) {flapping_timer.stop();}
}
input.old_up = input.up;
void
Player::bounce(BadGuy* badguy)
{
+ //Make sure we stopped flapping
+ flapping = false;
+ falling_from_flap = false;
+
if (input.up)
physic.set_velocity_y(5.2);
else