static const float FISH_WAIT_TIME = 1;
Fish::Fish(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/fish/fish.sprite", LAYER_TILES-1), stop_y(0)
+ : BadGuy(reader, "images/creatures/fish/fish.sprite", LAYER_TILES-1), stop_y(0)
{
- physic.gravity_enabled = true;
+ physic.enable_gravity(true);
}
Fish::Fish(const Vector& pos)
- : BadGuy(pos, "images/creatures/fish/fish.sprite", LAYER_TILES-1), stop_y(0)
+ : BadGuy(pos, "images/creatures/fish/fish.sprite", LAYER_TILES-1), stop_y(0)
{
- physic.gravity_enabled = true;
+ physic.enable_gravity(true);
}
void
if(waiting.started())
return;
- BadGuy::draw(context);
+ if (get_state() == STATE_FALLING) {
+ sprite->set_action("down");
+ sprite->draw(context, get_pos(), layer);
+ }
+ else if (get_state() == STATE_ACTIVE) {
+ sprite->draw(context, get_pos(), layer);
+ }
}
HitResponse
Fish::hit(const CollisionHit& hit)
{
if(hit.top) {
- physic.vy = 0;
+ physic.set_velocity_y(0);
}
return CONTINUE;
void
Fish::collision_tile(uint32_t tile_attributes)
{
- if ((tile_attributes & Tile::WATER) && (physic.vy >= 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();
// set sprite
if(!frozen)
- sprite->set_action(physic.vy < 0 ? "normal" : "down");
+ 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
{
- physic.vy = 0;
- physic.gravity_enabled = true;
+ physic.set_velocity_y(0);
+ physic.enable_gravity(true);
}
}
Fish::start_waiting()
{
waiting.start(FISH_WAIT_TIME);
- set_group(COLGROUP_DISABLED);
- physic.gravity_enabled = false;
- physic.vy = 0;
+ set_colgroup_active(COLGROUP_DISABLED);
+ physic.enable_gravity(false);
+ physic.set_velocity_y(0);
}
void
Fish::jump()
{
- physic.vy = FISH_JUMP_POWER;
- physic.gravity_enabled = true;
- set_group(COLGROUP_MOVING);
+ physic.set_velocity_y(FISH_JUMP_POWER);
+ physic.enable_gravity(true);
+ set_colgroup_active(COLGROUP_MOVING);
}
void
Fish::freeze()
{
BadGuy::freeze();
- sprite->set_action(physic.vy < 0 ? "iced" : "iced-down");
+ sprite->set_action(physic.get_velocity_y() < 0 ? "iced" : "iced-down");
waiting.stop();
}