#include "log.hpp"
static const float WALKSPEED = 100;
-static const float JUMP_ON_SPEED_Y = 400;
-static const float JUMP_OFF_SPEED_Y = 500;
+static const float JUMP_ON_SPEED_Y = -400;
+static const float JUMP_OFF_SPEED_Y = -500;
Totem::Totem(const lisp::Lisp& reader)
+ : BadGuy(reader, "images/creatures/totem/totem.sprite")
{
carrying = 0;
carried_by = 0;
+}
- reader.get("x", start_position.x);
- reader.get("y", start_position.y);
- sprite = sprite_manager->create("images/creatures/totem/totem.sprite");
- bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+Totem::Totem(const Totem& other)
+ : BadGuy(other), carrying(other.carrying), carried_by(other.carried_by)
+{
}
Totem::~Totem()
if (carried_by) jump_off();
}
+bool
+Totem::updatePointers(const GameObject* from_object, GameObject* to_object)
+{
+ if (from_object == carrying) {
+ carrying = dynamic_cast<Totem*>(to_object);
+ return true;
+ }
+ if (from_object == carried_by) {
+ carried_by = dynamic_cast<Totem*>(to_object);
+ return true;
+ }
+ return false;
+}
+
void
Totem::write(lisp::Writer& writer)
{
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();
}