{
start_position = pos;
bbox.set_pos(pos);
- bbox.set_size(32, 32);
+ bbox.set_size(31.8, 31.8);
sprite = sprite_manager->create("bomb");
state = 0;
timer.start(TICKINGTIME);
}
void
-Bomb::write(LispWriter& writer)
+Bomb::write(lisp::Writer& )
{
// bombs are only temporarily so don't write them out...
}
HitResponse
-Bomb::collision_solid(GameObject& other, const CollisionHit& hit)
+Bomb::collision_solid(GameObject& , const CollisionHit& hit)
{
if(fabsf(hit.normal.y) > .5)
physic.set_velocity_y(0);
}
HitResponse
-Bomb::collision_player(Player& player, const CollisionHit& hit)
+Bomb::collision_player(Player& player, const CollisionHit& )
{
if(state == 1) {
player.kill(Player::SHRINK);
return ABORT_MOVE;
}
+HitResponse
+Bomb::collision_badguy(BadGuy& badguy, const CollisionHit& )
+{
+ badguy.kill_fall();
+ return ABORT_MOVE;
+}
+
void
-Bomb::active_action(float elapsed_time)
+Bomb::active_action(float )
{
switch(state) {
case 0: