equal
deleted
inserted
replaced
5125 const groundFreezingTime:Longint = 1000; |
5125 const groundFreezingTime:Longint = 1000; |
5126 const iceRadius = 32; |
5126 const iceRadius = 32; |
5127 const iceHeight = 40; |
5127 const iceHeight = 40; |
5128 var |
5128 var |
5129 HHGear: PGear; |
5129 HHGear: PGear; |
|
5130 landRect: TSDL_Rect; |
5130 ndX, ndY: hwFloat; |
5131 ndX, ndY: hwFloat; |
5131 i, t, gX, gY: LongInt; |
5132 i, t, gX, gY: LongInt; |
5132 hogs: PGearArrayS; |
5133 hogs: PGearArrayS; |
5133 begin |
5134 begin |
5134 HHGear := Gear^.Hedgehog^.Gear; |
5135 HHGear := Gear^.Hedgehog^.Gear; |
5189 Y:= HHGear^.Y |
5190 Y:= HHGear^.Y |
5190 end; |
5191 end; |
5191 |
5192 |
5192 if (IceState = iceCollideWithGround) and ((GameTicks - IceTime) > groundFreezingTime) then |
5193 if (IceState = iceCollideWithGround) and ((GameTicks - IceTime) > groundFreezingTime) then |
5193 begin |
5194 begin |
5194 FillRoundInLandWithIce(Target.X, Target.Y, iceRadius); |
5195 FillRoundInLand(target.x, target.y, iceRadius, icePixel); |
5195 SetAllHHToActive; |
5196 landRect.x := min(max(target.x - iceRadius, 0), LAND_WIDTH - 1); |
|
5197 landRect.y := min(max(target.y - iceRadius, 0), LAND_HEIGHT - 1); |
|
5198 landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1); |
|
5199 landRect.h := min(2*iceRadius, LAND_HEIGHT - landRect.y - 1); |
|
5200 UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true); |
|
5201 |
|
5202 // FillRoundInLandWithIce(Target.X, Target.Y, iceRadius); |
|
5203 SetAllHHToActive; |
5196 IceState := iceWaitCollision; |
5204 IceState := iceWaitCollision; |
5197 end; |
5205 end; |
5198 |
5206 |
5199 if (IceState = iceCollideWithWater) and ((GameTicks - IceTime) > groundFreezingTime) then |
5207 if (IceState = iceCollideWithWater) and ((GameTicks - IceTime) > groundFreezingTime) then |
5200 begin |
5208 begin |