: WalkingBadguy(reader, "images/creatures/mr_tree/stumpy.sprite","left","right"), mystate(STATE_NORMAL)
{
walk_speed = WALKSPEED;
- max_drop_height = 0;
+ max_drop_height = 16;
sound_manager->preload("sounds/mr_tree.ogg");
sound_manager->preload("sounds/mr_treehit.ogg");
}
: WalkingBadguy(pos, d, "images/creatures/mr_tree/stumpy.sprite","left","right"), mystate(STATE_INVINCIBLE)
{
walk_speed = WALKSPEED;
- max_drop_height = 0;
+ max_drop_height = 16;
sound_manager->preload("sounds/mr_treehit.ogg");
invincible_timer.start(INVINCIBLE_TIME);
}
case STATE_INVINCIBLE:
sprite->set_action(dir == LEFT ? "dizzy-left" : "dizzy-right");
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
- physic.set_velocity_x(0);
+ physic.vx = 0;
break;
case STATE_NORMAL:
WalkingBadguy::activate();
}
bool
-Stumpy::collision_squished(Player& player)
+Stumpy::collision_squished(GameObject& object)
{
// if we're still invincible, we ignore the hit
if (mystate == STATE_INVINCIBLE) {
sound_manager->play("sounds/mr_treehit.ogg", get_pos());
- player.bounce(*this);
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) player->bounce(*this);
return true;
}
if (mystate == STATE_NORMAL) {
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
- kill_squished(player);
+ kill_squished(object);
// spawn some particles
// TODO: provide convenience function in MovingSprite or MovingObject?
for (int i = 0; i < 25; i++) {
switch (mystate) {
case STATE_INVINCIBLE:
if(hit.top || hit.bottom) {
- physic.set_velocity_y(0);
+ physic.vy = 0;
}
if(hit.left || hit.right) {
- physic.set_velocity_x(0);
+ physic.vx = 0;
}
break;
case STATE_NORMAL:
switch (mystate) {
case STATE_INVINCIBLE:
if(hit.top || hit.bottom) {
- physic.set_velocity_y(0);
+ physic.vy = 0;
}
if(hit.left || hit.right) {
- physic.set_velocity_x(0);
+ physic.vx = 0;
}
return CONTINUE;
break;
}
IMPLEMENT_FACTORY(Stumpy, "stumpy")
-