#include <config.h>
-#include "stalactite.h"
+#include "stalactite.hpp"
static const int SHAKE_RANGE = 40;
static const float SHAKE_TIME = .8;
lisp.get("x", start_position.x);
lisp.get("y", start_position.y);
bbox.set_size(31.8, 31.8);
- sprite = sprite_manager->create("stalactite");
+ sprite = sprite_manager->create("images/creatures/stalactite/stalactite.sprite");
state = STALACTITE_HANGING;
countMe = false;
}
Stalactite::active_update(float elapsed_time)
{
if(state == STALACTITE_HANGING) {
- Player* player = Sector::current()->player;
- if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE
- && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE
- && player->get_bbox().p2.y > bbox.p1.y) {
- timer.start(SHAKE_TIME);
- state = STALACTITE_SHAKING;
+ Player* player = this->get_nearest_player();
+ if (player) {
+ if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE
+ && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE
+ && player->get_bbox().p2.y > bbox.p1.y) {
+ timer.start(SHAKE_TIME);
+ state = STALACTITE_SHAKING;
+ }
}
} else if(state == STALACTITE_SHAKING) {
if(timer.check()) {
if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED)
return FORCE_MOVE;
- if(fabsf(hit.normal.y) > .5) { // hit floor or roof?
+ if(hit.normal.y < .9) { // hit floor?
state = STALACTITE_SQUISHED;
+ set_group(COLGROUP_MOVING_ONLY_STATIC);
physic.set_velocity_y(0);
sprite->set_action("squished");
if(!timer.started())