physic.set_velocity_y(0);
}
-// if ((hit.left && dir == LEFT) || (hit.right && dir == RIGHT)) {
- if (hit.left || hit.right) {
+ if ((hit.left && dir == LEFT) || (hit.right && dir == RIGHT)) {
turn_around();
}
WalkingBadguy::collision_badguy(BadGuy& , const CollisionHit& hit)
{
- //if ((hit.left && (dir == LEFT)) || (hit.right && (dir == RIGHT))) {
- if (hit.left || hit.right) {
+ if ((hit.left && (dir == LEFT)) || (hit.right && (dir == RIGHT))) {
turn_around();
}