Fixed bug with cloud movement speed during level transition

Can no longer skip boss levels
This commit is contained in:
Rob Pearce 2008-10-15 06:38:43 +00:00
parent ba07c36765
commit 6d20227028
1 changed files with 12 additions and 1 deletions

13
rc.c
View File

@ -1107,6 +1107,14 @@ void nextlevel(void) {
// now the player gets invincibility
player->invuln = INVULNTIME;
// phone is cancelled on boss levels
if (player->powerup == PW_PHONE) {
if (isbosslevel(curlevelnum)) {
player->powerup = B_FALSE;
skiplevels = 0;
}
}
/* reset game stats */
if (player->powerup == PW_PHONE) {
levelcomplete = LV_CLOUD;
@ -1154,7 +1162,6 @@ void nextlevel(void) {
// remove powerup, phone is a special case
if (player->powerup == PW_PHONE) {
skiplevels--;
printf("%d levels left to skip\n",skiplevels);
if (skiplevels <= 0) {
player->powerup = B_FALSE;
}
@ -1163,6 +1170,7 @@ printf("%d levels left to skip\n",skiplevels);
}
// add initial fading cloud
cloudp = addsprite(P_PINKCLOUD, player->x,player->y + (imageset[P_PINKCLOUD].img[F_WALK1]->h / 2),"initial_pinkcloud");
cloudp->size = 1.0;
@ -3259,6 +3267,9 @@ void drawlevel(void) {
if (pxspeed > pyspeed) pspeed = pxspeed;
else pspeed = pyspeed;
// just to be sure
pspeed += 1;
if (oldexitdir == D_LEFT) {
// blit a column at a time to the real screen, shuffling