Also fixed bomb exploding animation and also badguys being draw in top left of level.
SVN-Revision: 2028
else
context.draw_surface(action->surfaces[(int)frame],
pos - Vector(action->x_offset, action->y_offset), layer + action->z_order,
- drawing_effect);
+ action->mirror ? drawing_effect | HORIZONTAL_FLIP : drawing_effect);
}
void
else
context.draw_surface_part(action->surfaces[(int)frame], source, size,
pos - Vector(action->x_offset, action->y_offset), layer + action->z_order,
- drawing_effect);
+ action->mirror ? drawing_effect | HORIZONTAL_FLIP : drawing_effect);
}
int
return BAD_WINGLING;
else if (str == "walkingtree")
return BAD_WALKINGTREE;
+ else if(str == "bomb") // not to be used as a real bad guys
+ return BAD_BOMB;
else
{
return BAD_INVALID;
break;
case BAD_WALKINGTREE:
return "walkingtree";
+ case BAD_BOMB: // not to be used as a real bad guys
+ return "bomb";
+ break;
default:
return "snowball";
}
specs = badguyspecs_manager->load(badguykind_to_string(kind));
+ set_action("hide", "hide");
+
// if we're in a solid tile at start correct that now
if(Sector::current()) {
if(kind != BAD_FLAME && kind != BAD_FISH && kind != BAD_FLAMEFISH && collision_object_map(base))
action_left = left;
action_right = right;
+std::cerr << "set_action(" << left << ", " << right << ") of " << badguykind_to_string(kind) << std::endl;
+
#if 0
if (1)
{
else if (safe_timer.started() && global_frame_counter%2)
; // don't draw Tux
else
- tux_body->draw(context, pos, layer, dir == LEFT ? HORIZONTAL_FLIP : NONE_EFFECT);
+ tux_body->draw(context, pos, layer);
// Draw blinking star overlay
if (invincible_timer.started() &&