fix: la powerball con quantum effect no feia roido al explotar
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@@ -65,6 +65,7 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
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constexpr int index = 3;
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constexpr int index = 3;
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h_ = w_ = BALLOON_SIZE[4];
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h_ = w_ = BALLOON_SIZE[4];
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bouncing_sound_ = BALLOON_BOUNCING_SOUND[3];
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bouncing_sound_ = BALLOON_BOUNCING_SOUND[3];
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popping_sound_ = "power_ball_explosion.wav";
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power_ = score_ = menace_ = 0;
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power_ = score_ = menace_ = 0;
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vy_ = 0;
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vy_ = 0;
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@@ -256,6 +256,7 @@ int BalloonManager::popBalloon(std::shared_ptr<Balloon> balloon)
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if (balloon->getType() == BalloonType::POWERBALL)
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if (balloon->getType() == BalloonType::POWERBALL)
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{
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{
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balloon->pop(true);
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score = destroyAllBalloons();
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score = destroyAllBalloons();
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power_ball_enabled_ = false;
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power_ball_enabled_ = false;
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balloon_deploy_counter_ = 20;
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balloon_deploy_counter_ = 20;
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@@ -49,7 +49,7 @@ Director::Director(int argc, const char *argv[])
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Section::name = Section::Name::GAME;
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::GAME_PLAY_1P;
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Section::options = Section::Options::GAME_PLAY_1P;
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#elif DEBUG
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#elif DEBUG
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Section::name = Section::Name::CREDITS;
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Section::name = Section::Name::LOGO;
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Section::options = Section::Options::GAME_PLAY_1P;
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Section::options = Section::Options::GAME_PLAY_1P;
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#else // NORMAL GAME
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#else // NORMAL GAME
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Section::name = Section::Name::LOGO;
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Section::name = Section::Name::LOGO;
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