Fixed game crashing when leaving the worldmap
[supertux.git] / src / badguy / totem.cpp
index 893eb06..cd4d975 100644 (file)
@@ -74,10 +74,10 @@ Totem::write(lisp::Writer& writer)
 }
 
 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 {
@@ -96,7 +96,7 @@ Totem::active_update(float elapsed_time)
     if (on_ground() && might_fall())
     {
       dir = (dir == LEFT ? RIGHT : LEFT);
-      activate();
+      initialize();
     }
 
     Sector* s = Sector::current();
@@ -120,7 +120,7 @@ Totem::active_update(float elapsed_time)
        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;
@@ -168,17 +168,17 @@ Totem::collision_solid(const CollisionHit& hit)
 
   // 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();
   }
 }
 
@@ -205,11 +205,11 @@ Totem::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
   // 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;
@@ -235,7 +235,7 @@ Totem::jump_on(Totem* target)
   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());
@@ -255,11 +255,11 @@ Totem::jump_off() {
 
   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
@@ -275,8 +275,8 @@ Totem::synchronize_with(Totem* base)
   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());
 }