Quitadas las cabezas rojas de powerup y acelerada la animación
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@@ -235,8 +235,8 @@ void Player::setAnimation()
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aHeadCoffees = "_1C";
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}
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//const std::string aPowerUp = powerUp ? "_pwr" : "";
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const std::string aPowerUp = "";
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const std::string aPowerUp = powerUp ? "_pwr" : "";
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//const std::string aPowerUp = "";
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const std::string aWalking = statusWalking == PLAYER_STATUS_WALKING_STOP ? "stand" : "walk";
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const std::string aFiring = statusFiring == PLAYER_STATUS_FIRING_UP ? "centershoot" : "sideshoot";
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@@ -248,14 +248,14 @@ void Player::setAnimation()
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legsSprite->setFlip(flipWalk);
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if (statusFiring == PLAYER_STATUS_FIRING_NO)
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{ // No esta disparando
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bodySprite->setCurrentAnimation(aWalking + aBodyCoffees);
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bodySprite->setCurrentAnimation(aWalking + aBodyCoffees + aPowerUp);
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bodySprite->setFlip(flipWalk);
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headSprite->setCurrentAnimation(aWalking + aHeadCoffees + aPowerUp);
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headSprite->setFlip(flipWalk);
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}
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else
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{ // Está disparando
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bodySprite->setCurrentAnimation(aFiring + aBodyCoffees);
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bodySprite->setCurrentAnimation(aFiring + aBodyCoffees + aPowerUp);
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bodySprite->setFlip(flipFire);
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headSprite->setCurrentAnimation(aFiring + aHeadCoffees + aPowerUp);
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headSprite->setFlip(flipFire);
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