Diffstat (limited to 'noncore/games/sfcave-sdl/fly_game.cpp') (more/less context) (show whitespace changes)
-rw-r--r-- | noncore/games/sfcave-sdl/fly_game.cpp | 13 |
1 files changed, 11 insertions, 2 deletions
diff --git a/noncore/games/sfcave-sdl/fly_game.cpp b/noncore/games/sfcave-sdl/fly_game.cpp index f5ab401..7605c3f 100644 --- a/noncore/games/sfcave-sdl/fly_game.cpp +++ b/noncore/games/sfcave-sdl/fly_game.cpp @@ -12,16 +12,17 @@ FlyGame :: FlyGame( SFCave *p, int w, int h, int diff ) terrain = new FlyTerrain( w, h ); player = new Player( w, h ); highScore = 0; } FlyGame :: ~FlyGame() { + // terrain and player get deleted by parent class } void FlyGame :: init() { Game :: init(); switch( difficulty ) { @@ -29,33 +30,42 @@ void FlyGame :: init() player->setMovementInfo( 0.3, 0.2, 1.5, 1.5 ); break; case MENU_DIFFICULTY_NORMAL: player->setMovementInfo( 0.35, 0.4, 2.5, 3 ); break; case MENU_DIFFICULTY_HARD: player->setMovementInfo( 0.4, 0.6, 4, 5 ); break; + case MENU_DIFFICULTY_CUSTOM: + { + double thrust = parent->loadDoubleSetting( "Fly_custom_player_thrust", 0.3 ); + double gravity = parent->loadDoubleSetting( "Fly_custom_player_gravity", 0.2 ); + double maxUp = parent->loadDoubleSetting( "Fly_custom_player_maxupspeed", 1.5 ); + double maxDown = parent->loadDoubleSetting( "Fly_custom_player_maxdownspeed", 1.5 ); + player->setMovementInfo( thrust, gravity, maxUp, maxDown ); + break; + } } startScoring = false; } void FlyGame :: update( int state ) { Game::update( state ); if ( state == STATE_PLAYING ) { if ( nrFrames % 3 == 0 ) { int diff = terrain->getMapBottom( 10 ) - player->getY(); int tmpScore = ((FlyTerrain *)terrain)->getScore( 1, diff ); -// printf( "diff - %d score - %d\n", diff, tmpScore ); + if ( !startScoring ) { if ( tmpScore > 0 ) startScoring = true; } if ( startScoring ) { @@ -64,17 +74,16 @@ void FlyGame :: update( int state ) // the closer the difference is to 0 means more points score += tmpScore; } } if ( checkCollisions() ) { -// printf( "Crashed!\n" ); parent->changeState( STATE_CRASHING ); return; } // Game logic goes here terrain->moveTerrain( 5 ); player->move( press ); } |