double getSlowdown() { int slowdown = 1.0; if(isSlowPressed() && isSlowEnabled()) slowdown = 3.0; return slowdown; }
double getSlowdown() { if(receiver->isOuyaDown('m') && receiver->isOuyaDown('s') && isSlowEnabled()) return 4.0; if(isSlowPressed() && isSlowEnabled()) return 2.0; return 1.0; }
void Player::logic(int stage_velocity) { animationControl(); if(this->hp!=0) { inputControl(); }else { if(orientation!="destroyed" && this->sonido->soundExists(name+".destroyed")) this->sonido->playSound(name+".destroyed"); orientation="destroyed"; //this->hitbox.setValues(0,0,0,0,0); } //Enable or disable slow if(isSlowPressed() && !slow_in_cooldown) { enableSlow(); current_slow-=slow_decrement; }else { disableSlow(); if(slow_in_cooldown) current_slow+=slow_cooldown_increment; else current_slow+=slow_increment; } //Check max and min slow if(current_slow<=0) { current_slow=0; } if(current_slow>max_slow) { current_slow=max_slow; } //Slow cooldown if(slow_in_cooldown && current_slow>=max_slow) { slow_in_cooldown=false; } if(!slow_in_cooldown && current_slow<=0) { slow_in_cooldown=true; } spellControl(stage_velocity); iteration++; }
bool isSlowActive() { return isSlowEnabled() && isSlowPressed(); }