Addded property to Worldmap Spawnpoint to let Tux automatically start walking (or...
[supertux.git] / src / badguy / snail.cpp
index f54573f..e40a24d 100644 (file)
@@ -78,10 +78,10 @@ Snail::be_flat()
   state = STATE_FLAT;
   sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
   sprite->set_fps(64);
-  
+
   physic.set_velocity_x(0);
-  physic.set_velocity_y(0); 
-  
+  physic.set_velocity_y(0);
+
   flat_timer.start(4);
 }
 
@@ -93,12 +93,16 @@ Snail::be_kicked()
   sprite->set_fps(64);
 
   physic.set_velocity_x(0);
-  physic.set_velocity_y(0); 
+  physic.set_velocity_y(0);
+
   // start a timer to delay addition of upward movement until we are (hopefully) out from under the player
   kicked_delay_timer.start(0.05);
 }
 
+bool
+Snail::can_break(){
+    return state == STATE_KICKED;
+}
 
 void
 Snail::active_update(float elapsed_time)
@@ -168,18 +172,6 @@ Snail::collision_solid(const CollisionHit& hit)
       if(hit.left || hit.right) {
        sound_manager->play("sounds/iceblock_bump.wav", get_pos());
 
-#if 0
-       // TODO move this into BonusBlock code
-       // open bonusblocks, crash bricks
-       BonusBlock* bonusblock = dynamic_cast<BonusBlock*> (&object);
-       if(bonusblock) {
-         bonusblock->try_open();
-       }
-       Brick* brick = dynamic_cast<Brick*> (&object);
-       if(brick) {
-         brick->try_break();
-       }
-#endif
        if( ( dir == LEFT && hit.left ) || ( dir == RIGHT && hit.right) ){
          dir = (dir == LEFT) ? RIGHT : LEFT;
          sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
@@ -191,7 +183,7 @@ Snail::collision_solid(const CollisionHit& hit)
       }
       break;
   }
-  
+
 }
 
 HitResponse
@@ -229,7 +221,7 @@ Snail::collision_squished(Player& player)
       sound_manager->play("sounds/stomp.wav", get_pos());
       be_flat();
       break;
-      
+
     case STATE_FLAT:
       sound_manager->play("sounds/kick.wav", get_pos());
 
@@ -243,7 +235,7 @@ Snail::collision_squished(Player& player)
 
     case STATE_KICKED_DELAY:
       break;
-      
+
   }
 
   player.bounce(*this);