Gameplay has been repaired a bit. A menu effect was added. OpenGL works without SDL_O...
[supertux.git] / src / world.c
index 37af9bb..7e7c4e6 100644 (file)
@@ -25,7 +25,7 @@ void bouncy_distro_init(bouncy_distro_type* pbouncy_distro, float x, float y)
   pbouncy_distro->base.alive = YES;
   pbouncy_distro->base.x = x;
   pbouncy_distro->base.y = y;
-  pbouncy_distro->base.ym = -6;
+  pbouncy_distro->base.ym = -2;
 }
 
 void bouncy_distro_action(bouncy_distro_type* pbouncy_distro)
@@ -34,7 +34,7 @@ void bouncy_distro_action(bouncy_distro_type* pbouncy_distro)
     {
       pbouncy_distro->base.y = pbouncy_distro->base.y + pbouncy_distro->base.ym * frame_ratio;
 
-      pbouncy_distro->base.ym += 1. * frame_ratio;
+      pbouncy_distro->base.ym += 0.1 * frame_ratio;
 
       if (pbouncy_distro->base.ym >= 0)
         pbouncy_distro->base.alive = NO;
@@ -59,6 +59,7 @@ void broken_brick_init(broken_brick_type* pbroken_brick, float x, float y, float
   pbroken_brick->base.y = y;
   pbroken_brick->base.xm = xm;
   pbroken_brick->base.ym = ym;
+  timer_init(&pbroken_brick->timer,YES);
   timer_start(&pbroken_brick->timer,200);
 }
 
@@ -163,6 +164,7 @@ void floating_score_init(floating_score_type* pfloating_score, float x, float y,
   pfloating_score->base.alive = YES;
   pfloating_score->base.x = x;
   pfloating_score->base.y = y - 16;
+  timer_init(&pfloating_score->timer,YES);
   timer_start(&pfloating_score->timer,1000);
   pfloating_score->value = s;
 }