}
}
- // Flapping
+
+ // Flapping, Marek's version
+ if (input.jump == DOWN && can_flap)
+ {
+ if (!flapping_timer.started())
+ {
+ flapping_timer.start(TUX_FLAPPING_TIME);
+ }
+ if (!flapping_timer.check())
+ {
+ can_flap = false;
+ falling_from_flap = true;
+ }
+ //TODO: The slowing down of Tux should be handled...
+ if (physic.get_velocity_x() > 0) {physic.set_velocity_x(WALK_SPEED);}
+ else if (physic.get_velocity_x() < 0) {physic.set_velocity_x(WALK_SPEED * (-1));}
+ jumping = true;
+ flapping = true;
+ if (flapping_timer.get_gone() <= TUX_FLAPPING_TIME)
+ {
+ //TODO: ...here, using get_gone to slow him down at an increasing rate
+ physic.set_velocity_y((float)flapping_timer.get_gone()/700);
+ }
+ }
+
+ /* // Flapping, Ryan's version
if (input.jump == DOWN && can_flap)
{
if (!flapping_timer.started())
can_flap = false;
falling_from_flap = true;
}
- //if (physic.get_velocity_x() > 0) {physic.set_velocity_x(WALK_SPEED);}
- //else if (physic.get_velocity_x() < 0) {physic.set_velocity_x(WALK_SPEED * (-1));}
jumping = true;
flapping = true;
if (flapping && flapping_timer.get_gone() <= TUX_FLAPPING_TIME
float gravity = Sector::current()->gravity;
float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
- //physic.set_velocity_y((float)flapping_timer.get_gone()/700);
-
// XXX: magic numbers. should be a percent of gravity
// gravity is (by default) -0.1f
physic.set_acceleration_y(.12 + .01f*xr);
{
physic.set_acceleration_y(0);
}
+ */
// Hover
//(disabled by default, use cheat code "hover" to toggle on/off)