#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;
Stalactite::Stalactite(const lisp::Lisp& lisp)
- : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1), state(STALACTITE_HANGING)
+ : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1), state(STALACTITE_HANGING)
{
countMe = false;
}
if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE_X
&& player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE_X
&& player->get_bbox().p2.y > bbox.p1.y
- && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
+ && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) {
timer.start(SHAKE_TIME);
state = STALACTITE_SHAKING;
}
} 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);
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);
if (hit.bottom) squish();
}
if(state == STALACTITE_SQUISHED) {
- physic.vy = 0;
+ physic.set_velocity_y(0);
}
}
return FORCE_MOVE;
}
-HitResponse
+HitResponse
Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
{
if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
if(get_state() != STATE_ACTIVE)
return;
-
+
if(state == STALACTITE_SQUISHED) {
sprite->draw(context, get_pos(), LAYER_OBJECTS);
return;