namespace {
const float VERTICAL_SPEED = -450; /**< y-speed when jumping */
const float HORIZONTAL_SPEED = 220; /**< x-speed when jumping */
- const float MIN_RECOVER_TIME = 0.1; /**< minimum time to stand still before starting a (new) jump */
- const float MAX_RECOVER_TIME = 1.0; /**< maximum time to stand still before starting a (new) jump */
+ const float MIN_RECOVER_TIME = 0.1f; /**< minimum time to stand still before starting a (new) jump */
+ const float MAX_RECOVER_TIME = 1.0f; /**< maximum time to stand still before starting a (new) jump */
static const std::string HOP_SOUND = "sounds/hop.ogg";
}
SkullyHop::set_state(SkullyHopState newState)
{
if (newState == STANDING) {
- physic.vx = 0;
- physic.vy = 0;
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
sprite->set_action(dir == LEFT ? "standing-left" : "standing-right");
float recover_time = systemRandom.randf(MIN_RECOVER_TIME,MAX_RECOVER_TIME);
} else
if (newState == JUMPING) {
sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
- physic.vx = (dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
- physic.vy = VERTICAL_SPEED;
+ physic.set_velocity_x(dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
+ physic.set_velocity_y(VERTICAL_SPEED);
sound_manager->play( HOP_SOUND, get_pos());
}
return;
// check if we hit the floor while falling
- if(hit.bottom && physic.vy > 0 ) {
+ if(hit.bottom && physic.get_velocity_y() > 0 ) {
set_state(STANDING);
}
// check if we hit the roof while climbing
if(hit.top) {
- physic.vy = 0;
+ physic.set_velocity_y(0);
}
// check if we hit left or right while moving in either direction
if(hit.left || hit.right) {
dir = dir == LEFT ? RIGHT : LEFT;
sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
- physic.vx = -0.25*physic.vx;
+ physic.set_velocity_x(-0.25*physic.get_velocity_x());
}
}