Just for fun. Flowers! Also, use a less blatant image in ammo menu.
--- a/hedgewars/GSHandlers.inc Sat Sep 03 21:35:49 2011 +0400
+++ b/hedgewars/GSHandlers.inc Sat Sep 03 14:01:52 2011 -0400
@@ -766,8 +766,9 @@
procedure doStepBeeWork(Gear: PGear);
var
t: hwFloat;
- gX,gY: LongInt;
+ gX,gY,i: LongInt;
nuw: boolean;
+ flower: PVisualGear;
const uw: boolean = false;
begin
@@ -816,6 +817,21 @@
begin
StopSound(Gear^.SoundChannel);
doMakeExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), 50, Gear^.Hedgehog, EXPLAutoSound);
+ for i:= 0 to 31 do
+ begin
+ flower:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot);
+ if flower <> nil then
+ with flower^ do
+ begin
+ Scale:= 0.75;
+ dx:= 0.001 * (random(200));
+ dy:= 0.001 * (random(200));
+ if random(2) = 0 then dx := -dx;
+ if random(2) = 0 then dy := -dy;
+ FrameTicks:= random(250) + 250;
+ State:= ord(sprTargetBee);
+ end;
+ end;
DeleteGear(Gear);
end;
end;
@@ -3019,7 +3035,7 @@
if random(2) = 0 then dx := -dx;
if random(2) = 0 then dy := -dy;
FrameTicks:= random(750) + 1000;
- heart^.State:= ord(sprSeduction)
+ State:= ord(sprSeduction)
end;
end;
--- a/hedgewars/uVisualGears.pas Sat Sep 03 21:35:49 2011 +0400
+++ b/hedgewars/uVisualGears.pas Sat Sep 03 14:01:52 2011 -0400
@@ -317,10 +317,11 @@
dy:= 0;
FrameTicks:= 350;
Frame:= 7;
- Angle := 0;
+ Angle:= 0;
end;
vgtSmoothWindBar: Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
vgtStraightShot: begin
+ Scale:= 1.0;
dx:= 0.001 * random(45);
dy:= 0.001 * (random(20) + 25);
State:= ord(sprHealth);
@@ -494,6 +495,7 @@
var Gear: PVisualGear;
tinted: boolean;
tmp: real;
+ i: LongInt;
begin
case Layer of
// this layer is very distant in the background when stereo
@@ -592,8 +594,10 @@
SetScale(zoom)
end
end;
- //if Ger^.Tex <> nil then DrawCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
- vgtStraightShot: DrawRotatedF(TSprite(Gear^.State), round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
+ vgtStraightShot: begin
+ if Gear^.dX < 0 then i:= -1 else i:= 1;
+ DrawTextureF(SpritesData[TSprite(Gear^.State)].Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Frame, i, SpritesData[TSprite(Gear^.State)].Width, SpritesData[TSprite(Gear^.State)].Height);
+ end;
end;
if (cReducedQuality and rqAntiBoom) = 0 then
case Gear^.Kind of
Binary file share/hedgewars/Data/Graphics/AmmoMenu/Ammos.png has changed
Binary file share/hedgewars/Data/Graphics/AmmoMenu/Ammos_bw.png has changed