- kill_squished(player);
- return true;
-}
-
-HitResponse
-PoisonIvy::collision_solid(GameObject& , const CollisionHit& hit)
-{
- if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
- physic.set_velocity_y(0);
- } else { // hit right or left
- dir = dir == LEFT ? RIGHT : LEFT;
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(-physic.get_velocity_x());
- }
-
- return CONTINUE;
-}
-
-HitResponse
-PoisonIvy::collision_badguy(BadGuy& , const CollisionHit& hit)
-{
- if(fabsf(hit.normal.x) > .8) { // left or right hit
- dir = dir == LEFT ? RIGHT : LEFT;
- sprite->set_action(dir == LEFT ? "left" : "right");
- physic.set_velocity_x(-physic.get_velocity_x());
+ // spawn some particles
+ // TODO: provide convenience function in MovingSprite or MovingObject?
+ for (int i = 0; i < 3; i++) {
+ Vector ppos = bbox.get_middle();
+ float angle = systemRandom.randf(-M_PI_2, M_PI_2);
+ float velocity = systemRandom.randf(350, 400);
+ float vx = sin(angle)*velocity;
+ float vy = -cos(angle)*velocity;
+ Vector pspeed = Vector(vx, vy);
+ Vector paccel = Vector(0, 100);
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/poisonivy.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));