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";
}
}
bool
-SkullyHop::collision_squished(Player& player)
+SkullyHop::collision_squished(GameObject& object)
{
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
- kill_squished(player);
+ kill_squished(object);
return true;
}
void
SkullyHop::collision_solid(const CollisionHit& hit)
{
+ // just default behaviour (i.e. stop at floor/walls) when squished
+ if (BadGuy::get_state() == STATE_SQUISHED) {
+ BadGuy::collision_solid(hit);
+ }
+
// ignore collisions while standing still
if(state != JUMPING)
return;