Modified behaviour of green skull
This commit is contained in:
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645522bff6
commit
214d011584
2
defs.h
2
defs.h
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@ -160,6 +160,7 @@
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#define SLUGINVULNTIME 50 // how long a new slug stays invulnerable for
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#define SLUGINVULNTIME 50 // how long a new slug stays invulnerable for
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#define SHIELDTIME 600 // how long a shield lasts
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#define SHIELDTIME 600 // how long a shield lasts
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#define FALLSPEED 4 // terminal velocity of falling sprites
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#define FALLSPEED 4 // terminal velocity of falling sprites
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#define SMALLNETSPEED 6 // how fast the player's net moves with skull
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#define NETSPEED 9 // how fast the player's net moves
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#define NETSPEED 9 // how fast the player's net moves
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#define BIGNETSPEED 12 // how fast the player's net moves with bignet
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#define BIGNETSPEED 12 // how fast the player's net moves with bignet
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#define ACCNETSPEED 28 // how fast the player's net moves with accordion
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#define ACCNETSPEED 28 // how fast the player's net moves with accordion
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@ -602,6 +603,7 @@
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#define PW_BADMAGNET 18 // badmagnet
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#define PW_BADMAGNET 18 // badmagnet
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#define PW_JETPACK 19 // kangaroo
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#define PW_JETPACK 19 // kangaroo
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#define PW_CAMERA 20 // camera
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#define PW_CAMERA 20 // camera
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#define PW_SMALLNET 21 // skull
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// "virtual" powerup for bosses
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// "virtual" powerup for bosses
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#define PW_RATSHAKE 50 // shake screen horizontally
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#define PW_RATSHAKE 50 // shake screen horizontally
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#define PW_SNAILSHAKE 51 // shake screen vertically
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#define PW_SNAILSHAKE 51 // shake screen vertically
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14
rc.c
14
rc.c
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@ -5796,6 +5796,9 @@ void drawnetting(sprite_t *s) {
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int ii;
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int ii;
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SDL_Color *col1,*col2;
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SDL_Color *col1,*col2;
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dist = (s->slamangle * (180/M_PI))/2;
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dist = (s->slamangle * (180/M_PI))/2;
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if (s->powerup == PW_SMALLNET) {
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dist /= 2;
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}
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s->netxstart = s->x + cos(s->slamangle-(180*(M_PI/180)))*dist*s->dir;
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s->netxstart = s->x + cos(s->slamangle-(180*(M_PI/180)))*dist*s->dir;
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s->netystart = s->y + sin(s->slamangle-(180*(M_PI/180)))*dist;
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s->netystart = s->y + sin(s->slamangle-(180*(M_PI/180)))*dist;
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@ -6448,7 +6451,7 @@ void dogravity(sprite_t *s) {
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s->netting++;
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s->netting++;
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if ((s->powerup == PW_ACCORDION) || (s->netting % 2 == 0)) {
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if ((s->powerup == PW_ACCORDION) || (s->netting % 2 == 0)) {
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if (s->netspeed > -NETSPEED) {
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if ((s->netlen > 0) && (s->netspeed > -NETSPEED)) {
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s->netspeed--;
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s->netspeed--;
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} else {
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} else {
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if (s->netlen <= 0) {
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if (s->netlen <= 0) {
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@ -6471,6 +6474,9 @@ void dogravity(sprite_t *s) {
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dist = (s->slamangle * (180/M_PI))/2;
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dist = (s->slamangle * (180/M_PI))/2;
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if (s->powerup == PW_SMALLNET) {
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dist /= 2;
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}
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netx = s->x + cos(s->slamangle-(180*(M_PI/180)))*dist*s->dir;
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netx = s->x + cos(s->slamangle-(180*(M_PI/180)))*dist*s->dir;
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nety = s->y + sin(s->slamangle-(180*(M_PI/180)))*dist;
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nety = s->y + sin(s->slamangle-(180*(M_PI/180)))*dist;
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if ((netx >= (640-TILEW)) || (netx <= TILEW)) {
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if ((netx >= (640-TILEW)) || (netx <= TILEW)) {
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@ -7499,9 +7505,7 @@ int dofruiteffect(sprite_t *pp, sprite_t *s) {
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playfx(FX_SKULL);
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playfx(FX_SKULL);
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sprintf(tempm, "Power Down!");
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sprintf(tempm, "Power Down!");
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addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&black,&grey,POINTSDELAY, TT_NORM);
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addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&black,&grey,POINTSDELAY, TT_NORM);
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pp->netmax = 1;
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pp->powerup = PW_SMALLNET;
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pp->netsticky = B_FALSE;
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pp->netbig = B_FALSE;
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return B_TRUE;
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return B_TRUE;
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} else if (s->id == P_HELP) {
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} else if (s->id == P_HELP) {
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playfx(FX_POWERUP);
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playfx(FX_POWERUP);
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@ -9764,6 +9768,8 @@ void trytoshoot(sprite_t *pl) {
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adjustx(pl, F_SHOOT);
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adjustx(pl, F_SHOOT);
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if (pl->powerup == PW_ACCORDION) {
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if (pl->powerup == PW_ACCORDION) {
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pl->netspeed = ACCNETSPEED;
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pl->netspeed = ACCNETSPEED;
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} else if (pl->powerup == PW_SMALLNET) {
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pl->netspeed = SMALLNETSPEED;
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} else if (pl->netbig) {
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} else if (pl->netbig) {
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pl->netspeed = BIGNETSPEED;
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pl->netspeed = BIGNETSPEED;
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} else {
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} else {
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2
shared.c
2
shared.c
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@ -3354,7 +3354,7 @@ void setfruitinfo(void) {
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setinfo(P_JETPACK, "Jetpack", "For the remainder of the current level, the jetpack's thrust will add to your jumping ability!", "jetpack.png");
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setinfo(P_JETPACK, "Jetpack", "For the remainder of the current level, the jetpack's thrust will add to your jumping ability!", "jetpack.png");
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setinfo(P_CAMERA, "Camera", "Creates a bright flash of light, blinding all enemies.", "camera.png");
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setinfo(P_CAMERA, "Camera", "Creates a bright flash of light, blinding all enemies.", "camera.png");
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setinfo(P_ZAPPOWERUP, "Bug Zapper", "Zaps nearby enemies with miniature bolts of lightning", "zapper.png");
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setinfo(P_ZAPPOWERUP, "Bug Zapper", "Zaps nearby enemies with miniature bolts of lightning", "zapper.png");
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setinfo(P_SKULL, "Green Skull", "Avoid these at all costs! The green skull will cause you to lose all net powerups.", "skull.png");
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setinfo(P_SKULL, "Green Skull", "Avoid these at all costs! The green skull will shrink your net to miniscule proportions for the remainder of the level.", "skull.png");
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setinfo(P_CLOVER, "4-Leaf Clover", "Increases your luck...", "clover.png");
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setinfo(P_CLOVER, "4-Leaf Clover", "Increases your luck...", "clover.png");
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setinfo(P_RANDOM, "Random", "Gives you a random effect...", "random.png");
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setinfo(P_RANDOM, "Random", "Gives you a random effect...", "random.png");
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@ -70,7 +70,7 @@
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</tr><tr><td align=center><img src="img/tap.png"><br>Tap</td><td>The leaky tap will flood the level with water for 20 seconds, allowing you to access hard to reach areas.</td>
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</tr><tr><td align=center><img src="img/tap.png"><br>Tap</td><td>The leaky tap will flood the level with water for 20 seconds, allowing you to access hard to reach areas.</td>
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<td align=center><img src="img/clover.png"><br>4-Leaf Clover</td><td>Increases your luck...</td>
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<td align=center><img src="img/clover.png"><br>4-Leaf Clover</td><td>Increases your luck...</td>
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</tr><tr><td align=center><img src="img/accordion.png"><br>Accordion</td><td>Makes your nets enormous</td>
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</tr><tr><td align=center><img src="img/accordion.png"><br>Accordion</td><td>Makes your nets enormous</td>
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<td align=center><img src="img/skull.png"><br>Green Skull</td><td>Avoid these at all costs! The green skull will cause you to lose all net powerups.</td>
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<td align=center><img src="img/skull.png"><br>Green Skull</td><td>Avoid these at all costs! The green skull will shrink your net to miniscule proportions for the remainder of the level.</td>
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</tr><tr><td align=center><img src="img/gunner.png"><br>Gunner</td><td>Temporarily equips you with a super powerful machine gun!</td>
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</tr><tr><td align=center><img src="img/gunner.png"><br>Gunner</td><td>Temporarily equips you with a super powerful machine gun!</td>
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<td align=center><img src="img/zapper.png"><br>Bug Zapper</td><td>Zaps nearby enemies with miniature bolts of lightning</td>
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<td align=center><img src="img/zapper.png"><br>Bug Zapper</td><td>Zaps nearby enemies with miniature bolts of lightning</td>
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</tr><tr><td align=center><img src="img/gnome.png"><br>Garden Gnome</td><td>This tricky little gnome has rigged explosive devices to all flowers on the level - when collected he will detonate them!</td>
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</tr><tr><td align=center><img src="img/gnome.png"><br>Garden Gnome</td><td>This tricky little gnome has rigged explosive devices to all flowers on the level - when collected he will detonate them!</td>
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