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author | Starla Insigna <starla4444@gmail.com> | 2011-09-05 12:33:06 -0400 |
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committer | Starla Insigna <starla4444@gmail.com> | 2011-09-05 12:33:06 -0400 |
commit | 5af6401805f65a9b5968625d565613dd83edcfc7 (patch) | |
tree | 93a4ffda8838a5f1327a81b444ce3ea4c3f83c5e /Classes | |
parent | ef9cab24b9ee3e25ab00d932fbab2f2a91476950 (diff) | |
download | cartcollect-5af6401805f65a9b5968625d565613dd83edcfc7.tar.gz cartcollect-5af6401805f65a9b5968625d565613dd83edcfc7.tar.bz2 cartcollect-5af6401805f65a9b5968625d565613dd83edcfc7.zip |
Added default ledges to Jump
Previously, in Jump, when the game mode was created, one static ledge would always be generated safely under the player, and then when tick was first called, it would fill in the rest of the screen with ledges. While this did use to work fine, now that the game modes transition in, the player can see the ledges being added in when the transition ends so now there are two default ledges present when the level starts. Refs #204
Diffstat (limited to 'Classes')
-rw-r--r-- | Classes/JumpGameMode.m | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/Classes/JumpGameMode.m b/Classes/JumpGameMode.m index 79c87bc..907effc 100644 --- a/Classes/JumpGameMode.m +++ b/Classes/JumpGameMode.m | |||
@@ -61,6 +61,12 @@ | |||
61 | [self addChild:ledge]; | 61 | [self addChild:ledge]; |
62 | [ledges addObject:ledge]; | 62 | [ledges addObject:ledge]; |
63 | 63 | ||
64 | CCSprite* firstLedge = ledge; | ||
65 | ledge = [CCSprite spriteWithTexture:[[CCTexture2D alloc] initWithImage:[factory createLedgeWithWidth:10 height:2]]]; | ||
66 | ledge.position = ccp(80 + firstLedge.boundingBox.size.width/2 + ledge.boundingBox.size.width/2+64, 32); | ||
67 | [self addChild:ledge]; | ||
68 | [ledges addObject:ledge]; | ||
69 | |||
64 | ledgeScrollSpeed = 0; | 70 | ledgeScrollSpeed = 0; |
65 | ledgeAccelerationRate = 20.0f; | 71 | ledgeAccelerationRate = 20.0f; |
66 | addSpeed = 2.5f; | 72 | addSpeed = 2.5f; |