Exemplo n.º 1
0
void cRokko :: DownGrade( bool force /* = 0 */ )
{
	Set_Dead( 1 );
	m_massive_type = MASS_PASSIVE;
	m_vely = 0;

	if( !force )
	{
		// animation
		cParticle_Emitter *anim = new cParticle_Emitter();
		Generate_Hit_Animation( anim );

		anim->Set_Quota( 8 );
		anim->Set_Speed( 4, 1 );
		anim->Set_Scale( 0.9f );
		// add animation
		pAnimation_Manager->Add( anim );
	}
}
Exemplo n.º 2
0
void cRokko::DownGrade(bool force /* = 0 */)
{
    Set_Animation(false); // We will update this ourselves in Update_Normal_Dying()
    Set_Dead(1);
    m_massive_type = MASS_PASSIVE;
    m_gravity_max = 26.0f;
    m_vely = 0;

    if (!force) {
        // animation
        cParticle_Emitter* anim = new cParticle_Emitter(m_sprite_manager);
        Generate_Hit_Animation(anim);

        anim->Set_Quota(8);
        anim->Set_Speed(4, 1);
        anim->Set_Scale(0.9f);
        anim->Emit();
        pActive_Animation_Manager->Add(anim);
    }
}
Exemplo n.º 3
0
void cEato::DownGrade(bool force)
{
    Set_Dead(1);
    m_massive_type = MASS_PASSIVE;
    m_counter = 0.0f;

    if (!force)
    {
        cParticle_Emitter* anim = new cParticle_Emitter();
        Generate_Hit_Animation(anim);

        anim->Set_Scale(0.8f);
        anim->Set_Direction_Range(0.0f, 360.0f);

        pAnimation_Manager->Add(anim);
    }
    else
    {
        Set_Rotation_Z(180.0f);
    }
}
Exemplo n.º 4
0
void cFlyon::DownGrade(bool force /* = 0 */)
{
    Set_Dead(1);
    m_massive_type = MASS_PASSIVE;
    m_counter = 0.0f;
    m_velx = 0.0f;
    m_vely = 0.0f;

    if (!force) {
        // animation
        cParticle_Emitter* anim = new cParticle_Emitter(m_sprite_manager);
        Generate_Hit_Animation(anim);

        anim->Set_Speed(5.0f, 0.6f);
        anim->Set_Scale(0.8f);
        anim->Emit();
        pActive_Animation_Manager->Add(anim);
    }
    else {
        Set_Rotation_Z(180.0f);
    }
}
Exemplo n.º 5
0
void cSpikeball :: DownGrade( bool force /* = 0 */ )
{
	Set_Dead( 1 );
	m_massive_type = MASS_PASSIVE;
	m_counter = 0.0f;
	m_velx = 0.0f;
	m_vely = 0.0f;
	// dead image
	Set_Image_Num( 9 );
	Set_Animation( 0 );

	// default stomp death
	if( !force )
	{
		Generate_Hit_Animation();
		Set_Scale_Directions( 1, 0, 1, 1 );
	}
	// falling death
	else
	{
		Set_Rotation_Z( 180 );
		Set_Scale_Directions( 1, 1, 1, 1 );
	}
}