}
}
-/* 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)
// 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: */