new brick behaviour when destroying

master
Milang 3 years ago
parent 0eaaac1a9c
commit 86286e4b29
  1. BIN
      SuperCbr.g1a
  2. BIN
      assets-fx/img/brick.png
  3. 25
      src/bonus.c
  4. 6
      src/mario.c
  5. 6
      src/world.c

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Width:  |  Height:  |  Size: 4.4 KiB

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Width:  |  Height:  |  Size: 647 B

@ -55,27 +55,26 @@ void bonusMove() //+collision
}
int collide=boxContact(&mario.p, &bonus.b);
if (collide)
if (collide && bonus.type!=BONUS_NONE)
{
if (bonus.type==BONUS_CHAMPI || bonus.type==BONUS_FLEUR)
switch (bonus.type)
{
case BONUS_CHAMPI:
case BONUS_FLEUR:
if (mario.size==M_SMALL) marioBigger();
else mario_has_bullets=1;
bonusSet(BONUS_NONE,0,0);
scoreAdd(1000);
}
if (bonus.type==BONUS_1UP)
{
bonusSet(BONUS_NONE,0,0);
scoreAdd(1000);
break;
case BONUS_1UP:
lifesAdd(1);
}
if (bonus.type==BONUS_STAR)
{
break;
case BONUS_STAR:
bonusSet(BONUS_NONE,0,0);
scoreAdd(1000);
mario_starMode=1;
}
scoreAdd(1000);
bonusSet(BONUS_NONE,0,0);
}
}

@ -213,7 +213,11 @@ void marioMove()
case 4: c->number--; bonusSet(BONUS_STAR,((mario.p.x+mario.p.w/2)/8)*8,mario.p.y+mario.p.h+8); break;
}
}
else if (c->content==0 && mario.size==M_BIG && c->type==BRICK) c->state=c->time_hit_id=1;
else if (c->content==0 && mario.size==M_BIG && c->type==BRICK)
{
c->state=c->time_hit_id=1;
mario.p.vy=3;
}
else if (c->content==0 && c->type==BRICK) c->time_hit_id=1;
}
}

@ -136,7 +136,11 @@ int worldGetCellCategory(int x, int y)
switch (c->type)
{
case TUYAU: case GIFT: case BRICK: case EARTH: case BLOC: case ARBRE:
case BRICK:
if (((brick_t*)c)->content==0 && ((brick_t*)c)->time_hit_id && ((brick_t*)c)->state) return CTG_EMPTY;
// fall through
case TUYAU: case GIFT: case EARTH: case BLOC: case ARBRE:
return CTG_SOIL;
default:

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