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Rolled back bomb to old behaviour, some bomb gfx tuning
[supertux.git]
/
src
/
badguy
/
skullyhop.cpp
diff --git
a/src/badguy/skullyhop.cpp
b/src/badguy/skullyhop.cpp
index
63e6435
..
3c1fe3e
100644
(file)
--- a/
src/badguy/skullyhop.cpp
+++ b/
src/badguy/skullyhop.cpp
@@
-1,7
+1,7
@@
// $Id$
//
// SkullyHop - A Hopping Skull
// $Id$
//
// SkullyHop - A Hopping Skull
-// Copyright (C) 2006 Christoph Sommer <
supertux
@2006.expires.deltadevelopment.de>
+// Copyright (C) 2006 Christoph Sommer <
christoph.sommer
@2006.expires.deltadevelopment.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
@@
-25,8
+25,8
@@
namespace {
const float VERTICAL_SPEED = -450; /**< y-speed when jumping */
const float HORIZONTAL_SPEED = 220; /**< x-speed when jumping */
namespace {
const float VERTICAL_SPEED = -450; /**< y-speed when jumping */
const float HORIZONTAL_SPEED = 220; /**< x-speed when jumping */
- const float MIN_RECOVER_TIME = 0.1; /**< minimum time to stand still before starting a (new) jump */
- const float MAX_RECOVER_TIME = 1.0; /**< maximum time to stand still before starting a (new) jump */
+ const float MIN_RECOVER_TIME = 0.1
f
; /**< minimum time to stand still before starting a (new) jump */
+ const float MAX_RECOVER_TIME = 1.0
f
; /**< maximum time to stand still before starting a (new) jump */
static const std::string HOP_SOUND = "sounds/hop.ogg";
}
static const std::string HOP_SOUND = "sounds/hop.ogg";
}
@@
-52,7
+52,7
@@
SkullyHop::write(lisp::Writer& writer)
}
void
}
void
-SkullyHop::
activat
e()
+SkullyHop::
initializ
e()
{
// initial state is JUMPING, because we might start airborne
state = JUMPING;
{
// initial state is JUMPING, because we might start airborne
state = JUMPING;
@@
-84,16
+84,21
@@
SkullyHop::set_state(SkullyHopState newState)
}
bool
}
bool
-SkullyHop::collision_squished(
Player& player
)
+SkullyHop::collision_squished(
GameObject& object
)
{
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
{
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
- kill_squished(
player
);
+ kill_squished(
object
);
return true;
}
void
SkullyHop::collision_solid(const CollisionHit& hit)
{
return true;
}
void
SkullyHop::collision_solid(const CollisionHit& hit)
{
+ // just default behaviour (i.e. stop at floor/walls) when squished
+ if (BadGuy::get_state() == STATE_SQUISHED) {
+ BadGuy::collision_solid(hit);
+ }
+
// ignore collisions while standing still
if(state != JUMPING)
return;
// ignore collisions while standing still
if(state != JUMPING)
return;
@@
-103,7
+108,7
@@
SkullyHop::collision_solid(const CollisionHit& hit)
set_state(STANDING);
}
// check if we hit the roof while climbing
set_state(STANDING);
}
// check if we hit the roof while climbing
- if(hit.top) {
+ if(hit.top) {
physic.set_velocity_y(0);
}
physic.set_velocity_y(0);
}
@@
-139,7
+144,7
@@
SkullyHop::active_update(float elapsed_time)
if ((state == CHARGING) && (sprite->animation_done())) {
set_state(JUMPING);
return;
if ((state == CHARGING) && (sprite->animation_done())) {
set_state(JUMPING);
return;
- }
+ }
}
IMPLEMENT_FACTORY(SkullyHop, "skullyhop")
}
IMPLEMENT_FACTORY(SkullyHop, "skullyhop")