: BadGuy(reader, "images/creatures/mole/mole.sprite", LAYER_TILES-1), state(PRE_THROWING)
{
physic.enable_gravity(false);
+ sound_manager->preload("sounds/fall.wav");
+ sound_manager->preload("sounds/squish.wav");
+ sound_manager->preload("sounds/dartfire.wav");
}
Mole::Mole(const Vector& pos)
: BadGuy(pos, "images/creatures/mole/mole.sprite", LAYER_TILES-1), state(PRE_THROWING)
{
physic.enable_gravity(false);
+ sound_manager->preload("sounds/fall.wav");
+ sound_manager->preload("sounds/squish.wav");
+ sound_manager->preload("sounds/dartfire.wav");
}
void
switch (new_state) {
case PRE_THROWING:
sprite->set_action("idle");
- set_group(COLGROUP_DISABLED);
+ set_colgroup_active(COLGROUP_DISABLED);
timer.start(IDLE_TIME);
break;
case THROWING:
sprite->set_action("idle");
- set_group(COLGROUP_DISABLED);
+ set_colgroup_active(COLGROUP_DISABLED);
timer.start(THROW_TIME);
throw_timer.start(THROW_INTERVAL);
break;
case POST_THROWING:
sprite->set_action("idle");
- set_group(COLGROUP_DISABLED);
+ set_colgroup_active(COLGROUP_DISABLED);
timer.start(IDLE_TIME);
break;
case PEEKING:
sprite->set_action("peeking", 1);
- set_group(COLGROUP_STATIC);
+ set_colgroup_active(COLGROUP_STATIC);
break;
case DEAD:
sprite->set_action("idle");
- set_group(COLGROUP_DISABLED);
+ set_colgroup_active(COLGROUP_DISABLED);
break;
}