Applied sound pre-loading patch from mathnerd314 (#331)
[supertux.git] / src / badguy / stalactite.cpp
index 46d16f6..8dc7f84 100644 (file)
@@ -23,7 +23,7 @@
 #include "random_generator.hpp"
 
 static const int SHAKE_RANGE_X = 40;
-static const float SHAKE_TIME = .8;
+static const float SHAKE_TIME = .8f;
 static const float SQUISH_TIME = 2;
 static const float SHAKE_RANGE_Y = 400;
 
@@ -59,7 +59,7 @@ Stalactite::active_update(float elapsed_time)
   } else if(state == STALACTITE_SHAKING) {
     if(timer.check()) {
       state = STALACTITE_FALLING;
-      physic.gravity_enabled = true;
+      physic.enable_gravity(true);
     }
   } else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
     movement = physic.get_movement(elapsed_time);
@@ -72,7 +72,7 @@ void
 Stalactite::squish()
 {
   state = STALACTITE_SQUISHED;
-  set_group(COLGROUP_MOVING_ONLY_STATIC);
+  set_colgroup_active(COLGROUP_MOVING_ONLY_STATIC);
   sprite->set_action("squished");
   if(!timer.started())
     timer.start(SQUISH_TIME);
@@ -85,7 +85,7 @@ Stalactite::collision_solid(const CollisionHit& hit)
     if (hit.bottom) squish();
   }
   if(state == STALACTITE_SQUISHED) {
-    physic.vy = 0;
+    physic.set_velocity_y(0);
   }
 }
 
@@ -99,7 +99,7 @@ Stalactite::collision_player(Player& player)
   return FORCE_MOVE;
 }
 
-HitResponse 
+HitResponse
 Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
 {
   if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
@@ -130,7 +130,7 @@ Stalactite::draw(DrawingContext& context)
   if(get_state() != STATE_ACTIVE)
     return;
 
-  
+
   if(state == STALACTITE_SQUISHED) {
     sprite->draw(context, get_pos(), LAYER_OBJECTS);
     return;