- const Vector playerPos = Sector::current()->player->get_pos();
- const Vector myPos = this->get_pos();
- float dx = (playerPos.x - myPos.x);
- float dy = (playerPos.y - myPos.y);
-
- // if we "see" the player
- if ((((dir == LEFT) && (dx > -128) && (dx < 0)) || ((dir == RIGHT) && (dx > 0) && (dx < 128))) && (dy > -32) && (dy < 32)) {
- // wake up
- sprite->set_action(dir == LEFT ? "waking-left" : "waking-right");
- if(!timer.started()) timer.start(WAKE_TIME);
- state = PLANT_WAKING;
+
+ Player* player = this->get_nearest_player();
+ if (player) {
+ Rect mb = this->get_bbox();
+ Rect pb = player->get_bbox();
+
+ bool inReach_left = (pb.p2.x >= mb.p2.x-((dir == LEFT) ? 256 : 0));
+ bool inReach_right = (pb.p1.x <= mb.p1.x+((dir == RIGHT) ? 256 : 0));
+ bool inReach_top = (pb.p2.y >= mb.p2.y);
+ bool inReach_bottom = (pb.p1.y <= mb.p1.y);
+
+ if (inReach_left && inReach_right && inReach_top && inReach_bottom) {
+ // wake up
+ sprite->set_action(dir == LEFT ? "waking-left" : "waking-right");
+ if(!timer.started()) timer.start(WAKE_TIME);
+ state = PLANT_WAKING;
+ }