if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
&& collision_object_map(base))
{
- base.x += frame_ratio * WALK_SPEED * (dir ? 1 : -1);
+ base.x += frame_ratio * WALK_SPEED * (dir ? 1: -1);
previous_base = old_base = base;
}
physic.set_velocity_y(0);
}
- if (input.down == DOWN && !on_ground() && !duck)
+ if (input.down == DOWN && !on_ground() && !duck && size == BIG)
butt_jump = true;
else if (input.down == UP)
butt_jump = false;
/* Shoot! */
if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
{
- World::current()->add_bullet(base.x, base.y, physic.get_velocity_x(), dir);
+ holding_something = true;
+ World::current()->add_bullet(base.x, base.y + (base.height/2), physic.get_velocity_x(), dir);
input.old_fire = DOWN;
}
bool Player::is_dead()
{
- if(base.y > screen->h + scroll_y ||
+ if(base.y > screen->h + scroll_y || base.y > World::current()->get_level()->height*32 ||
base.x < scroll_x - AUTOSCROLL_DEAD_INTERVAL) // can happen in auto-scrolling
return true;
else