#include <config.h>
#include "badguy.h"
-#include "camera.h"
+#include "object/camera.h"
static const float SQUISH_TIME = 2;
static const float X_OFFSCREEN_DISTANCE = 1600;
if(state == STATE_INIT || state == STATE_INACTIVE)
return;
if(state == STATE_FALLING) {
- sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
+ sprite->draw(context, get_pos(), LAYER_OBJECTS, VERTICAL_FLIP);
} else {
- sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ sprite->draw(context, get_pos(), LAYER_OBJECTS);
}
}
return collision_solid(other, hit);
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
- if(badguy)
+ if(badguy && badguy->state == STATE_ACTIVE)
return collision_badguy(*badguy, hit);
Player* player = dynamic_cast<Player*> (&other);
{
SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(),
player.get_pos());
+ physic.enable_gravity(true);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
set_state(STATE_SQUISHED);
}
flags |= FLAG_NO_COLLDET;
break;
+ case STATE_FALLING:
+ flags |= FLAG_NO_COLLDET;
+ break;
default:
break;
}