static const std::string LAND_ON_TOTEM_SOUND = "sounds/totem.ogg";
Totem::Totem(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/totem/totem.sprite")
+ : BadGuy(reader, "images/creatures/totem/totem.sprite")
{
carrying = 0;
carried_by = 0;
}
Totem::Totem(const Totem& other)
- : BadGuy(other), carrying(other.carrying), carried_by(other.carried_by)
+ : BadGuy(other), carrying(other.carrying), carried_by(other.carried_by)
{
sound_manager->preload( LAND_ON_TOTEM_SOUND );
}
}
void
-Totem::activate()
+Totem::initialize()
{
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 {
if (on_ground() && might_fall())
{
dir = (dir == LEFT ? RIGHT : LEFT);
- activate();
+ initialize();
}
Sector* s = Sector::current();
if (s) {
// jump a bit if we find a suitable totem
for (std::vector<MovingObject*>::iterator i = s->moving_objects.begin(); i != s->moving_objects.end(); i++) {
- Totem* t = dynamic_cast<Totem*>(*i);
- if (!t) continue;
+ Totem* t = dynamic_cast<Totem*>(*i);
+ if (!t) continue;
- // skip if we are not approaching each other
- if (!((this->dir == LEFT) && (t->dir == RIGHT))) continue;
+ // skip if we are not approaching each other
+ if (!((this->dir == LEFT) && (t->dir == RIGHT))) continue;
- Vector p1 = this->get_pos();
- Vector p2 = t->get_pos();
+ Vector p1 = this->get_pos();
+ Vector p2 = t->get_pos();
- // skip if not on same height
- float dy = (p1.y - p2.y);
- if (fabsf(dy - 0) > 2) continue;
+ // skip if not on same height
+ float dy = (p1.y - p2.y);
+ if (fabsf(dy - 0) > 2) continue;
- // skip if too far away
- float dx = (p1.x - p2.x);
- if (fabsf(dx - 128) > 2) continue;
+ // skip if too far away
+ float dx = (p1.x - p2.x);
+ if (fabsf(dx - 128) > 2) continue;
- physic.vy = JUMP_ON_SPEED_Y;
- p1.y -= 1;
- this->set_pos(p1);
- break;
+ 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
if (hit.left && (dir == LEFT)) {
dir = RIGHT;
- activate();
+ initialize();
}
if (hit.right && (dir == RIGHT)) {
dir = LEFT;
- activate();
+ initialize();
}
}
// If we are hit from the direction we are facing: turn around
if(hit.left && (dir == LEFT)) {
dir = RIGHT;
- activate();
+ initialize();
}
if(hit.right && (dir == RIGHT)) {
dir = LEFT;
- activate();
+ initialize();
}
return CONTINUE;
target->carrying = this;
this->carried_by = target;
- this->activate();
+ this->initialize();
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
sound_manager->play( LAND_ON_TOTEM_SOUND , get_pos());
this->carried_by = 0;
- this->activate();
+ this->initialize();
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());
}