#include "object/sprite_particle.hpp"
static const float FLYTIME = 1.0;
-static const float FLYSPEED = 100.0;
+static const float FLYSPEED = -100.0;
namespace {
const float PUFF_PROBABILITY = 0.1; /**< chanche of puffs being spawned in the current cycle */
return true;
}
-HitResponse
-FlyingSnowBall::collision_solid(GameObject& , const CollisionHit& hit)
+void
+FlyingSnowBall::collision_solid(const CollisionHit& hit)
{
- if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
+ if(hit.top || hit.bottom) {
physic.set_velocity_y(0);
}
-
- return CONTINUE;
}
void
Vector ppos = bbox.get_middle();
Vector pspeed = Vector(systemRandom.randf(-10, 10), 150);
Vector paccel = Vector(0,0);
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/smoke.sprite", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
+ Sector::current()->add_object(new SpriteParticle("images/objects/particles/smoke.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
puff_timer.start(systemRandom.randf(PUFF_INTERVAL_MIN, PUFF_INTERVAL_MAX));
}
}