dougmencken / HeadOverHeels

The free and open source remake of the game “Head over Heels”

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Firing donuts doesn't

kiwifb opened this issue · comments

When I fire donuts, the ball just stays in place and do not interact with anything, it does not have any effect at all.

just a guess .... maybe

getOriginalLabel() not getLabel()

here

mediator->collisionWithByLabel( playerItem->getLabel() ) != nilPointer )

I'll try later this evening (NZ time), I am officially on the clock now. But things are really shaping up.

and here as well

SoundManager::getInstance().stop( player.getLabel(), Activity::FireDoughnut );

“original” labels are (relatively) new concept, therefore may not be used wherewhen they are expected to

here's 🎥 the video showing how it currently is 👀

" an example of Firing donuts doesn't "

an example of Firing donuts doesn't

( how to make such gifs bf4ec43#commitcomment-129396935 )

But how do you get that kind of screen with the map?

But how do you get that kind of screen with the map?

for now, if you switch the decor backgrounds off, either in the video options, or in-game via [ alt ] + [ shift ] + [ b ], then these miniatures will be shown

if ( ! GameManager::getInstance().drawSceneryDecor () )

and I really wish the automap, there’s already the choice for "show map" in the keys menu (currently doing nothing)

meanwhile room miniatures have their own story #17

( some time later )

But how do you get that kind of screen with the map?

heh there's just the option in the video menu ! 😌

the new option

if ( GameManager::getInstance().drawRoomMiniatures () )

" an example of Firing donuts do (move) "

wooo

easy—peasy

character.getOrientation () ) );

@kiwifb you close, okay?

It does work! I will probably redo the file system location of the executable and data folder a bit better. It was definitely a band aid and there is a better way to do it if you are going to use the values at configure time.