Made trampolines less likely to interfere with level design:
[supertux.git] / src / badguy / totem.cpp
index 2ee60f1..b209914 100644 (file)
 static const float WALKSPEED = 100;
 static const float JUMP_ON_SPEED_Y = -400;
 static const float JUMP_OFF_SPEED_Y = -500;
+static const std::string LAND_ON_TOTEM_SOUND = "sounds/totem.ogg";
 
 Totem::Totem(const lisp::Lisp& reader)
        : BadGuy(reader, "images/creatures/totem/totem.sprite")
 {
   carrying = 0;
   carried_by = 0;
+  sound_manager->preload( LAND_ON_TOTEM_SOUND );
 }
 
 Totem::Totem(const Totem& other)
        : BadGuy(other), carrying(other.carrying), carried_by(other.carried_by)
 {
+  sound_manager->preload( LAND_ON_TOTEM_SOUND );
 }
 
 Totem::~Totem() 
@@ -90,7 +93,7 @@ Totem::active_update(float elapsed_time)
   BadGuy::active_update(elapsed_time);
 
   if (!carried_by) {
-    if (might_fall())
+    if (on_ground() && might_fall())
     {
       dir = (dir == LEFT ? RIGHT : LEFT);
       activate();
@@ -154,6 +157,8 @@ Totem::collision_squished(Player& player)
 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(hit);
@@ -231,6 +236,9 @@ Totem::jump_on(Totem* target)
   this->carried_by = target;
   this->activate();
   bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+  sound_manager->play( LAND_ON_TOTEM_SOUND , get_pos());
+
   
   this->synchronize_with(target);
 }