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Mr Bomb turns arround again when colliding with other badguys.
[supertux.git]
/
src
/
badguy
/
stalactite.cpp
diff --git
a/src/badguy/stalactite.cpp
b/src/badguy/stalactite.cpp
index
f0ce5cf
..
289135b
100644
(file)
--- a/
src/badguy/stalactite.cpp
+++ b/
src/badguy/stalactite.cpp
@@
-20,18
+20,16
@@
#include <config.h>
#include "stalactite.hpp"
#include <config.h>
#include "stalactite.hpp"
+#include "random_generator.hpp"
-static const int SHAKE_RANGE = 40;
+static const int SHAKE_RANGE
_X
= 40;
static const float SHAKE_TIME = .8;
static const float SQUISH_TIME = 2;
static const float SHAKE_TIME = .8;
static const float SQUISH_TIME = 2;
+static const float SHAKE_RANGE_Y = 400;
Stalactite::Stalactite(const lisp::Lisp& lisp)
Stalactite::Stalactite(const lisp::Lisp& lisp)
+ : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite"), state(STALACTITE_HANGING)
{
{
- lisp.get("x", start_position.x);
- lisp.get("y", start_position.y);
- bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("images/creatures/stalactite/stalactite.sprite");
- state = STALACTITE_HANGING;
countMe = false;
}
countMe = false;
}
@@
-50,9
+48,10
@@
Stalactite::active_update(float elapsed_time)
if(state == STALACTITE_HANGING) {
Player* player = this->get_nearest_player();
if (player) {
if(state == STALACTITE_HANGING) {
Player* player = this->get_nearest_player();
if (player) {
- if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE
- && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE
- && player->get_bbox().p2.y > bbox.p1.y) {
+ if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE_X
+ && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE_X
+ && player->get_bbox().p2.y > bbox.p1.y
+ && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
timer.start(SHAKE_TIME);
state = STALACTITE_SHAKING;
}
timer.start(SHAKE_TIME);
state = STALACTITE_SHAKING;
}
@@
-69,13
+68,13
@@
Stalactite::active_update(float elapsed_time)
}
}
}
}
-HitResponse
-Stalactite::collision_solid(
GameObject& ,
const CollisionHit& hit)
+void
+Stalactite::collision_solid(const CollisionHit& hit)
{
if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED)
{
if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED)
- return
FORCE_MOVE
;
+ return;
- if(hit.
normal.y < .9
) { // hit floor?
+ if(hit.
bottom
) { // hit floor?
state = STALACTITE_SQUISHED;
set_group(COLGROUP_MOVING_ONLY_STATIC);
physic.set_velocity_y(0);
state = STALACTITE_SQUISHED;
set_group(COLGROUP_MOVING_ONLY_STATIC);
physic.set_velocity_y(0);
@@
-83,15
+82,13
@@
Stalactite::collision_solid(GameObject& , const CollisionHit& hit)
if(!timer.started())
timer.start(SQUISH_TIME);
}
if(!timer.started())
timer.start(SQUISH_TIME);
}
-
- return CONTINUE;
}
HitResponse
}
HitResponse
-Stalactite::collision_player(Player& player
, const CollisionHit&
)
+Stalactite::collision_player(Player& player)
{
if(state != STALACTITE_SQUISHED) {
{
if(state != STALACTITE_SQUISHED) {
- player.kill(
Player::SHRINK
);
+ player.kill(
false
);
}
return FORCE_MOVE;
}
return FORCE_MOVE;
@@
-109,7
+106,7
@@
Stalactite::draw(DrawingContext& context)
return;
if(state == STALACTITE_SHAKING) {
return;
if(state == STALACTITE_SHAKING) {
- sprite->draw(context, get_pos() + Vector(
(rand() % 6)-3
, 0), LAYER_OBJECTS);
+ sprite->draw(context, get_pos() + Vector(
systemRandom.rand(-3,3)
, 0), LAYER_OBJECTS);
} else {
sprite->draw(context, get_pos(), LAYER_OBJECTS);
}
} else {
sprite->draw(context, get_pos(), LAYER_OBJECTS);
}