dir = dir == LEFT ? RIGHT : LEFT;
state = PLANT_SLEEPING;
- physic.vx = 0;
+ physic.set_velocity_x(0);
sprite->set_action(dir == LEFT ? "sleeping-left" : "sleeping-right");
}
Plant::collision_solid(const CollisionHit& hit)
{
if(hit.top || hit.bottom) {
- physic.vy = 0;
+ physic.set_velocity_y(0);
} else if(hit.left || hit.right) {
dir = dir == LEFT ? RIGHT : LEFT;
sprite->set_action(dir == LEFT ? "left" : "right");
- physic.vx = -physic.vx;
+ physic.set_velocity_x(-physic.get_velocity_x());
}
}
if(hit.left || hit.right) {
dir = dir == LEFT ? RIGHT : LEFT;
sprite->set_action(dir == LEFT ? "left" : "right");
- physic.vx = -physic.vx;
+ physic.set_velocity_x(-physic.get_velocity_x());
}
return CONTINUE;
if(timer.check()) {
// start walking
sprite->set_action(dir == LEFT ? "left" : "right");
- physic.vx = (dir == LEFT ? -WALKSPEED : WALKSPEED);
+ physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
state = PLANT_WALKING;
}
}