apply_bonuses();
scrolling_timer.init(true);
- bullets_timer.init(true);
}
World::World(const std::string& subset, int level_nr)
apply_bonuses();
scrolling_timer.init(true);
- bullets_timer.init(true);
}
void
int y,x;
/* Draw the real background */
- if(get_level()->bkgd_image[0] != '\0')
+ if(level->img_bkgd)
{
- int s = (int)((float)scroll_x * ((float)level->bkgd_speed/60.)) % screen->w;
+ int s = (int)((float)scroll_x * ((float)level->bkgd_speed/100.0f)) % screen->w;
level->img_bkgd->draw_part(s, 0,0,0,level->img_bkgd->w - s, level->img_bkgd->h);
level->img_bkgd->draw_part(0, 0,screen->w - s ,0,s,level->img_bkgd->h);
}
}
/* Draw background: */
- for (y = 0; y < 15; ++y)
+ for (y = 0; y < 16 && y < level->height; ++y)
{
for (x = 0; x < 21; ++x)
{
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
+ level->bg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
}
}
/* Draw interactive tiles: */
- for (y = 0; y < 15; ++y)
+ for (y = 0; y < 16 && y < level->height; ++y)
{
for (x = 0; x < 21; ++x)
{
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
+ level->ia_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
}
}
broken_bricks[i]->draw();
/* Draw foreground: */
- for (y = 0; y < 15; ++y)
+ for (y = 0; y < 16 && y < level->height; ++y)
{
for (x = 0; x < 21; ++x)
{
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
+ level->fg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
}
}
return;
}
- int tux_pos_x = (int)(tux.base.x + (tux.base.width/2));
+ float tux_pos_x = tux.base.x + (tux.base.width/2);
if (level->back_scrolling || debug_mode)
{
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
player_status.score += s;
FloatingScore* new_floating_score = new FloatingScore();
- new_floating_score->init(x,y,s);
+ new_floating_score->init(x-scroll_x, y-scroll_y, s);
floating_scores.push_back(new_floating_score);
}
World::add_bouncy_distro(float x, float y)
{
BouncyDistro* new_bouncy_distro = new BouncyDistro();
- new_bouncy_distro->init(x,y);
+ new_bouncy_distro->init(x, y);
bouncy_distros.push_back(new_bouncy_distro);
}
void
World::add_bullet(float x, float y, float xm, Direction dir)
{
- if(bullets_timer.check())
+ if(bullets.size() > MAX_BULLETS-1)
return;
- bullets_timer.start(BULLETS_TIMEOUT);
-
Bullet new_bullet;
new_bullet.init(x,y,xm,dir);
bullets.push_back(new_bullet);