HitResponse
MrIceBlock::collision_player(Player& player, const CollisionHit& hit)
{
- if(dir == UP) {
- return FORCE_MOVE;
- }
-
// handle kicks from left or right side
if(ice_state == ICESTATE_FLAT && get_state() == STATE_ACTIVE) {
if(hit.left) {
}
void
-MrIceBlock::set_state(IceState state)
+MrIceBlock::set_state(IceState state, bool up)
{
if(ice_state == state)
return;
WalkingBadguy::initialize();
break;
case ICESTATE_FLAT:
- if(dir == UP) {
+ if(up) {
physic.set_velocity_y(-KICKSPEED);
- bbox.set_size(34, 31.8f);
} else {
sound_manager->play("sounds/stomp.wav", get_pos());
physic.set_velocity_x(0);
physic.set_velocity_y(0);
-
- sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
}
+ sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
flat_timer.start(4);
break;
case ICESTATE_KICKED:
void
MrIceBlock::ungrab(MovingObject& , Direction dir)
{
- this->dir = dir;
- set_state(dir == UP ? ICESTATE_FLAT : ICESTATE_KICKED);
+ if(dir == UP) {
+ set_state(ICESTATE_FLAT, true);
+ } else {
+ this->dir = dir;
+ set_state(ICESTATE_KICKED);
+ }
set_colgroup_active(COLGROUP_MOVING);
}