}
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();
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;
// 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());
}