draw = gd_elements[O_PLAYER].image_game;
}
}
+ else if (cave->last_direction == GD_MV_UP)
+ {
+ map = O_PLAYER_UP;
+ draw = gd_elements[O_PLAYER_UP].image_game;
+ }
+ else if (cave->last_direction == GD_MV_DOWN)
+ {
+ map = O_PLAYER_DOWN;
+ draw = gd_elements[O_PLAYER_DOWN].image_game;
+ }
else if (cave->last_horizontal_direction == GD_MV_LEFT)
{
map = O_PLAYER_LEFT;
{ O_COVERED, NULL, 0, NULL, 0, 128, -128, -128 },
{ O_PLAYER_LEFT, NULL, P_PLAYER, NULL, 0, 232, -232, -232 },
{ O_PLAYER_RIGHT, NULL, P_PLAYER, NULL, 0, 240, -240, -240 },
+ { O_PLAYER_UP, NULL, P_PLAYER, NULL, 0, 376, -376, -376 },
+ { O_PLAYER_DOWN, NULL, P_PLAYER, NULL, 0, 384, -384, -384 },
{ O_PLAYER_TAP, NULL, P_PLAYER, NULL, 0, 216, -216, -216 },
{ O_PLAYER_BLINK, NULL, P_PLAYER, NULL, 0, 208, -208, -208 },
{ O_PLAYER_TAP_BLINK, NULL, P_PLAYER, NULL, 0, 224, -224, -224 },
O_PLAYER_RIGHT, FALSE,
EL_BD_PLAYER, ACTION_MOVING, MV_BIT_RIGHT
},
+ {
+ O_PLAYER_UP, FALSE,
+ EL_BD_PLAYER, ACTION_MOVING, MV_BIT_UP
+ },
+ {
+ O_PLAYER_DOWN, FALSE,
+ EL_BD_PLAYER, ACTION_MOVING, MV_BIT_DOWN
+ },
{
O_PLAYER_BLINK, FALSE,
EL_BD_PLAYER, ACTION_BORING_1, -1