4 #include "flyingsnowball.h"
6 static const float FLYTIME = 1.0;
7 static const float FLYSPEED = 100.0;
9 FlyingSnowBall::FlyingSnowBall(const lisp::Lisp& reader)
11 reader.get("x", start_position.x);
12 reader.get("y", start_position.y);
13 bbox.set_size(31.8, 31.8);
14 sprite = sprite_manager->create("flyingsnowball");
15 physic.enable_gravity(false);
18 FlyingSnowBall::FlyingSnowBall(float pos_x, float pos_y)
20 start_position.x = pos_x;
21 start_position.y = pos_y;
22 bbox.set_size(31.8, 31.8);
23 sprite = sprite_manager->create("flyingsnowball");
24 physic.enable_gravity(false);
28 FlyingSnowBall::write(lisp::Writer& writer)
30 writer.start_list("flyingsnowball");
32 writer.write_float("x", start_position.x);
33 writer.write_float("y", start_position.y);
35 writer.end_list("flyingsnowball");
39 FlyingSnowBall::activate()
41 sprite->set_action(dir == LEFT ? "left" : "right");
43 physic.set_velocity_y(FLYSPEED);
44 timer.start(FLYTIME/2);
48 FlyingSnowBall::collision_squished(Player& player)
50 sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
51 kill_squished(player);
56 FlyingSnowBall::collision_solid(GameObject& , const CollisionHit& hit)
58 if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
59 physic.set_velocity_y(0);
66 FlyingSnowBall::active_action(float elapsed_time)
71 physic.set_velocity_y(-FLYSPEED);
72 } else if(mode == FLY_DOWN) {
74 physic.set_velocity_y(FLYSPEED);
78 movement=physic.get_movement(elapsed_time);
79 dir= Sector::current()->player->get_pos().x>get_pos().x?RIGHT:LEFT;
80 sprite->set_action(dir == LEFT ? "left" : "right");
83 IMPLEMENT_FACTORY(FlyingSnowBall, "flyingsnowball")