Esempio n. 1
0
double getSlowdown()
{
    int slowdown = 1.0;
    if(isSlowPressed() && isSlowEnabled())
        slowdown = 3.0;
    return slowdown;
}
Esempio n. 2
0
double getSlowdown()
{
    if(receiver->isOuyaDown('m') && receiver->isOuyaDown('s') && isSlowEnabled())
        return 4.0;
    if(isSlowPressed() && isSlowEnabled())
		return 2.0;
    return 1.0;
}
Esempio n. 3
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++;
}
Esempio n. 4
0
bool isSlowActive()
{
    return isSlowEnabled() && isSlowPressed();
}