#include "random_generator.hpp"
#include "object/sprite_particle.hpp"
-static const float FLYTIME = 1.0;
-static const float FLYSPEED = -100.0;
+static const float FLYTIME = 1.0f;
+static const float FLYSPEED = -100.0f;
namespace {
- const float PUFF_PROBABILITY = 0.1; /**< chanche of puffs being spawned in the current cycle */
- const float PUFF_INTERVAL_MIN = 0.1; /**< spawn new puff of smoke at most that often */
- const float PUFF_INTERVAL_MAX = 1.1; /**< spawn new puff of smoke at least that often */
+ const float PUFF_PROBABILITY = 0.1f; /**< chanche of puffs being spawned in the current cycle */
+ const float PUFF_INTERVAL_MIN = 0.1f; /**< spawn new puff of smoke at most that often */
+ const float PUFF_INTERVAL_MAX = 1.1f; /**< spawn new puff of smoke at least that often */
}
FlyingSnowBall::FlyingSnowBall(const lisp::Lisp& reader)
writer.end_list("flyingsnowball");
}
-void
+void
FlyingSnowBall::activate()
{
sprite->set_action(dir == LEFT ? "left" : "right");
}
bool
-FlyingSnowBall::collision_squished(Player& player)
+FlyingSnowBall::collision_squished(GameObject& object)
{
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
- kill_squished(player);
+ kill_squished(object);
return true;
}
}
void
-FlyingSnowBall::active_update(float elapsed_time)
+FlyingSnowBall::active_update(float elapsed_time)
{
if(timer.check()) {
if(mode == FLY_UP) {
// stop puffing
puff_timer.stop();
-
+
} else if(mode == FLY_DOWN) {
mode = FLY_UP;
physic.set_velocity_y(FLYSPEED);