#include "object/tilemap.hpp"
#include "log.hpp"
-static const float FISH_JUMP_POWER = 600;
+static const float FISH_JUMP_POWER = -600;
static const float FISH_WAIT_TIME = 1;
Fish::Fish(const lisp::Lisp& reader)
writer.end_list("fish");
}
-HitResponse
-Fish::collision_solid(GameObject& , const CollisionHit& chit)
+void
+Fish::collision_solid(const CollisionHit& chit)
{
- return hit(chit);
+ hit(chit);
}
HitResponse
}
HitResponse
-Fish::hit(const CollisionHit& chit)
+Fish::hit(const CollisionHit& hit)
{
- if(chit.normal.y < .5) { // hit ceiling
+ if(hit.top) {
physic.set_velocity_y(0);
}
void
Fish::collision_tile(uint32_t tile_attributes)
{
- if ((tile_attributes & Tile::WATER) && (physic.get_velocity_y() <= 0)) {
+ if ((tile_attributes & Tile::WATER) && (physic.get_velocity_y() >= 0)) {
// initialize stop position if uninitialized
if (stop_y == 0) stop_y = get_pos().y + get_bbox().get_height();
// stop when we have reached the stop position
if (get_pos().y >= stop_y) {
- start_waiting();
+ if(!frozen)
+ start_waiting();
movement = Vector(0, 0);
}
if(waiting.check()) {
jump();
}
-
+
// set sprite
- sprite->set_action(physic.get_velocity_y() > 0 ? "normal" : "down");
-
+ if(!frozen)
+ sprite->set_action(physic.get_velocity_y() < 0 ? "normal" : "down");
+
// we can't afford flying out of the tilemap, 'cause the engine would remove us.
if ((get_pos().y - 31.8) < 0) // too high, let us fall
{
set_group(COLGROUP_MOVING);
}
+void
+Fish::freeze()
+{
+ BadGuy::freeze();
+ sprite->set_action(physic.get_velocity_y() < 0 ? "iced" : "iced-down");
+ waiting.stop();
+}
+
+void
+Fish::unfreeze()
+{ // does this happen at all? (or do fishes die when they fall frozen?)
+ BadGuy::unfreeze();
+ start_waiting();
+}
+
+bool
+Fish::is_freezable() const
+{
+ return true;
+}
+
IMPLEMENT_FACTORY(Fish, "fish")