}
}
-/* the space that it takes for the screen to start scrolling, regarding
+/* the space that it takes for the screen to start scrolling, regarding */
/* screen bounds (in pixels) */
// should be higher than screen->w/2 (320)
#define X_SPACE (400-16)
if(tux.old_dir != tux.dir && level->back_scrolling)
scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
+ bool right = false;
+ bool left = false;
+ if (tux.physic.get_velocity_x() > 0)
+ right = true;
+ else if (tux.physic.get_velocity_x() < 0)
+ left = true;
+ else
+ {
+ if (tux.dir == RIGHT)
+ right = true;
+ else
+ left = true;
+ }
+
if(scrolling_timer.check())
{
float final_scroll_x;
- if (tux.physic.get_velocity_x() > 0)
+ if (right)
final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (tux.physic.get_velocity_x() < 0)
- final_scroll_x = tux_pos_x - X_SPACE;
else
- {
- if (tux.dir == RIGHT)
- final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (tux.dir == LEFT && level->back_scrolling)
- final_scroll_x = tux_pos_x - X_SPACE;
- }
+ final_scroll_x = tux_pos_x - X_SPACE;
scroll_x += (final_scroll_x - scroll_x)
/ (frame_ratio * (CHANGE_DIR_SCROLL_SPEED / 100))
}
else
{
- if (tux.physic.get_velocity_x() > 0 && scroll_x < tux_pos_x - (screen->w - X_SPACE))
+ if (right && scroll_x < tux_pos_x - (screen->w - X_SPACE))
scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (tux.physic.get_velocity_x() < 0 && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
+ else if (left && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
scroll_x = tux_pos_x - X_SPACE;
- else
- {
- if (tux.dir == RIGHT && scroll_x < tux_pos_x - (screen->w - X_SPACE))
- scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (tux.dir == LEFT && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
- scroll_x = tux_pos_x - X_SPACE;
- }
}
// this code prevent the screen to scroll before the start or after the level's end
// collision functions of the collided objects.
// collide with bad_guy first, since bullet_collision will
// delete the bullet
- (*j)->collision(0, CO_BULLET);
+ (*j)->collision(&bullets[i], CO_BULLET);
bullets[i].collision(CO_BADGUY);
break; // bullet is invalid now, so break
}
player_status.distros++;
break;
- case 2: // Add an upgrade!
+ case 2: // Add a fire flower upgrade!
+ if (tux.size == SMALL) /* Tux is small, add mints! */
+ add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
+ else /* Tux is big, add a fireflower: */
+ add_upgrade(posx, posy, col_side, UPGRADE_FIREFLOWER);
+ play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
+ break;
+
+ case 5: // Add an ice flower upgrade!
if (tux.size == SMALL) /* Tux is small, add mints! */
add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
else /* Tux is big, add an iceflower: */