BadGuy::active_update(elapsed_time);
if (!carried_by) {
- if (might_fall())
+ if (on_ground() && might_fall())
{
dir = (dir == LEFT ? RIGHT : LEFT);
activate();
return true;
}
-HitResponse
-Totem::collision_solid(GameObject& object, const CollisionHit& hit)
+void
+Totem::collision_solid(const CollisionHit& hit)
{
+ update_on_ground_flag(hit);
+
// if we are being carried around, pass event to bottom of stack and ignore it
if (carried_by) {
- carried_by->collision_solid(object, hit);
- return CONTINUE;
+ carried_by->collision_solid(hit);
+ return;
}
// If we hit something from above or below: stop moving in this direction
- if (hit.normal.y != 0) {
+ if (hit.top || hit.bottom) {
physic.set_velocity_y(0);
}
// If we are hit from the direction we are facing: turn around
- if ((hit.normal.x > .8) && (dir == LEFT)) {
+ if (hit.left && (dir == LEFT)) {
dir = RIGHT;
activate();
}
- if ((hit.normal.x < -.8) && (dir == RIGHT)) {
+ if (hit.right && (dir == RIGHT)) {
dir = LEFT;
activate();
}
-
- return CONTINUE;
}
HitResponse
}
// If we are hit from the direction we are facing: turn around
- if ((hit.normal.x > .8) && (dir == LEFT)) {
+ if(hit.left && (dir == LEFT)) {
dir = RIGHT;
activate();
}
- if ((hit.normal.x < -.8) && (dir == RIGHT)) {
+ if(hit.right && (dir == RIGHT)) {
dir = LEFT;
activate();
}