}
Particles::Particles(const Vector& epicenter, int min_angle, int max_angle, const Vector& initial_velocity, const Vector& acceleration, int number, Color color_, int size_, int life_time, int drawing_layer_)
- : color(color_), size(size_), accel(acceleration), drawing_layer(drawing_layer_)
+ : accel(acceleration), color(color_), size(size_), drawing_layer(drawing_layer_)
{
if(life_time == 0)
{
flapping_velocity = 0;
// temporary to help player's choosing a flapping
- int flapping_mode = MAREK_FLAP;
+ flapping_mode = MAREK_FLAP;
// Ricardo's flapping
flaps_nb = 0;
&& physic.get_velocity_y() < 0)
{
float gravity = Sector::current()->gravity;
+ (void)gravity;
float xr = (fabsf(physic.get_velocity_x()) / MAX_RUN_XM);
// XXX: magic numbers. should be a percent of gravity