sprite->set_action("idle");
}
-HitResponse
-AngryStone::collision_solid(GameObject& , const CollisionHit& hit)
+void
+AngryStone::collision_solid(const CollisionHit& hit)
{
- if ((state == ATTACKING) && (hit.normal.x == -attackDirection.x) && (hit.normal.y == attackDirection.y)) {
+ // TODO
+ (void) hit;
+#if 0
+ if ((state == ATTACKING) &&
+ (hit.normal.x == -attackDirection.x) && (hit.normal.y == attackDirection.y)) {
state = IDLE;
sprite->set_action("idle");
physic.set_velocity_x(0);
oldWallDirection.x = attackDirection.x;
oldWallDirection.y = attackDirection.y;
}
-
- return CONTINUE;
+#endif
}
void
return FORCE_MOVE;
}
-void
+void
AngryStone::active_update(float elapsed_time) {
BadGuy::active_update(elapsed_time);