Totem::activate()
{
if (!carried_by) {
- physic.vx = (dir == LEFT ? -WALKSPEED : WALKSPEED);
+ physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
sprite->set_action(dir == LEFT ? "walking-left" : "walking-right");
return;
} else {
float dx = (p1.x - p2.x);
if (fabsf(dx - 128) > 2) continue;
- physic.vy = JUMP_ON_SPEED_Y;
+ physic.set_velocity_y(JUMP_ON_SPEED_Y);
p1.y -= 1;
this->set_pos(p1);
break;
// If we hit something from above or below: stop moving in this direction
if (hit.top || hit.bottom) {
- physic.vy = 0;
+ physic.set_velocity_y(0);
}
// If we are hit from the direction we are facing: turn around
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
- physic.vy = JUMP_OFF_SPEED_Y;
+ physic.set_velocity_y(JUMP_OFF_SPEED_Y);
}
void
pos.y -= sprite->get_current_hitbox_height();
set_pos(pos);
- physic.vx = base->physic.vx;
- physic.vy = base->physic.vy;
+ physic.set_velocity_x(base->physic.get_velocity_x());
+ physic.set_velocity_y(base->physic.get_velocity_y());
}