break;
case PlayerStatus::FLOWER_BONUS:
- tux.got_coffee = true;
+ tux.got_power = tux.FIRE_POWER; // FIXME: add ice power to here
// fall through
case PlayerStatus::GROWUP_BONUS:
}
}
-// the space that it takes for the screen to start scrolling, regarding
-// screen bounds (in pixels)
+/* 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)
+// should be less than screen->h/2 (240)
+#define Y_SPACE 200
+
// the time it takes to move the camera (in ms)
#define CHANGE_DIR_SCROLL_SPEED 2000
/* This functions takes cares of the scrolling */
void World::scrolling(double frame_ratio)
{
+ /* Y-axis scrolling */
+
+ float tux_pos_y = tux.base.y + (tux.base.height/2);
+
+ if (scroll_y < tux_pos_y - (screen->h - Y_SPACE))
+ scroll_y = tux_pos_y - (screen->h - Y_SPACE);
+ else if (scroll_y > tux_pos_y - Y_SPACE)
+ scroll_y = tux_pos_y - Y_SPACE;
+
+ // this code prevent the screen to scroll before the start or after the level's end
+ if(scroll_y < 0)
+ scroll_y = 0;
+ if(scroll_y > level->height * 32 - screen->h)
+ scroll_y = level->height * 32 - screen->h;
+
+ /* X-axis scrolling */
/* Auto scrolling */
if(level->hor_autoscroll_speed)
scroll_x = 0;
if(scroll_x > level->width * 32 - screen->w)
scroll_x = level->width * 32 - screen->w;
-
- /* Y-axis scrolling */
-
- float tux_pos_y = tux.base.y + (tux.base.height/2);
-
- scroll_y = tux_pos_y - (screen->h / 2);
-
- // this code prevent the screen to scroll before the start or after the level's end
- if(scroll_y < 0)
- scroll_y = 0;
- if(scroll_y > level->height * 32 - screen->h)
- scroll_y = level->height * 32 - screen->h;
}
void
// 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
}
void
World::add_bullet(float x, float y, float xm, Direction dir)
{
- if(bullets.size() > MAX_BULLETS-1)
- return;
+ if(tux.got_power == tux.FIRE_POWER)
+ {
+ if(bullets.size() > MAX_FIRE_BULLETS-1)
+ return;
+ }
+ else if(tux.got_power == tux.ICE_POWER)
+ {
+ if(bullets.size() > MAX_ICE_BULLETS-1)
+ return;
+ }
Bullet new_bullet;
- new_bullet.init(x,y,xm,dir);
+ if(tux.got_power == tux.FIRE_POWER)
+ new_bullet.init(x,y,xm,dir, FIRE_BULLET);
+ else if(tux.got_power == tux.ICE_POWER)
+ new_bullet.init(x,y,xm,dir, ICE_BULLET);
bullets.push_back(new_bullet);
play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
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: */