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);
}
}
}
void
-BadGuy::inactive_action(float elapsed_time)
+BadGuy::inactive_action(float )
{
}
}
HitResponse
-BadGuy::collision_solid(GameObject& other, const CollisionHit& hit)
+BadGuy::collision_solid(GameObject& , const CollisionHit& )
{
return FORCE_MOVE;
}
}
HitResponse
-BadGuy::collision_badguy(BadGuy& other, const CollisionHit& hit)
+BadGuy::collision_badguy(BadGuy& , const CollisionHit& )
{
return FORCE_MOVE;
}
bool
-BadGuy::collision_squished(Player& player)
+BadGuy::collision_squished(Player& )
{
return false;
}
void
BadGuy::kill_fall()
{
+ SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
+ Sector::current()->player->get_pos());
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
}
flags |= FLAG_NO_COLLDET;
break;
+ case STATE_FALLING:
+ flags |= FLAG_NO_COLLDET;
+ break;
default:
break;
}