case ICE_BONUS:
sprite->set_action(moving ? "ice-walking" : "ice-stop");
break;
+ case AIR_BONUS:
+ sprite->set_action(moving ? "ice-walking" : "ice-stop");
+ break;
+ case EARTH_BONUS:
+ sprite->set_action(moving ? "fire-walking" : "fire-stop");
+ break;
case NO_BONUS:
sprite->set_action(moving ? "small-walking" : "small-stop");
break;