Changeset 2290 for 2011/26


Ignore:
Timestamp:
2011-06-29 13:43:04 (12 years ago)
Author:
teeevasa
Message:

CollisionShapeQuality? -> "fixes head in ceiling" -bug
In addition, restarted weapons

Location:
2011/26/JaakkoL/Rogue Agent 2372/Rogue Agent 2372/Rogue Agent 2372
Files:
1 deleted
2 edited

Legend:

Unmodified
Added
Removed
  • 2011/26/JaakkoL/Rogue Agent 2372/Rogue Agent 2372/Rogue Agent 2372/Peli.cs

    r2286 r2290  
    2323 
    2424        Camera.Follow(player); 
    25         Camera.ZoomFactor = 1.2; 
     25        Camera.ZoomFactor = 1.0; 
    2626        Camera.StayInLevel = true; 
    2727    } 
     
    5454    PhysicsObject createHorizontalBlock() 
    5555    { 
    56         PhysicsObject hBlock = PhysicsObject.CreateStaticObject(SCREEN_WIDTH, SCREEN_HEIGTH); 
     56        PhysicsObject hBlock = PhysicsObject.CreateStaticObject(SCREEN_WIDTH, SCREEN_HEIGTH, 
     57            Shape.Rectangle, CollisionShapeQuality.Best); 
    5758        hBlock.Color = Color.Black; 
    5859        return hBlock; 
     
    6162    PhysicsObject createVerticalBlock() 
    6263    { 
    63         PhysicsObject vBlock = PhysicsObject.CreateStaticObject(SCREEN_WIDTH, SCREEN_HEIGTH); 
     64        PhysicsObject vBlock = PhysicsObject.CreateStaticObject(SCREEN_WIDTH, SCREEN_HEIGTH, 
     65            Shape.Rectangle, CollisionShapeQuality.Best); 
    6466        vBlock.Color = Color.Red; 
    6567        return vBlock; 
  • 2011/26/JaakkoL/Rogue Agent 2372/Rogue Agent 2372/Rogue Agent 2372/Weapons.cs

    r2286 r2290  
    55using Jypeli.Effects; 
    66using Jypeli.Widgets; 
    7  
    8 /* Each Weapon has its own loader, which *must* load the following: 
    9  *     int reloadTime -- Tells how many seconds it takes to reload the weapon 
    10  *     int firingSpeed -- Tells how many seconds there are between shots 
    11  *     string name -- The name of the weapon 
    12  *     Image weaponImage -- The image of the *weapon*, which will (somehow) be added the character 
    13  *     Image bulletImage -- The image of the *bullet* 
    14  *     SoundEffect sound -- The sound that the weapon makes when fired (Reload soung is universal) 
    15  *  
    16  *     Note that the Images and SoundEffect are supplied as strings to the struct constructor 
    17  *  
    18  * Each struct shall follow these specifications*/ 
    19  
    20 public static class Weapons 
    21 { 
    22     public static Weapon Pistol() 
    23     { 
    24         return new Weapon( 
    25             0, 
    26             0, 
    27             "pistol", 
    28             "Images/gausspistol", 
    29             "", 
    30             "Sounds/pistolshot"); 
    31     } 
    32  
    33     /*public static Weapon Rifle() 
    34     {  
    35      
    36     }*/ 
    37 } 
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