#include "walking_badguy.hpp"
#include "log.hpp"
-
+#include "timer.hpp"
WalkingBadguy::WalkingBadguy(const Vector& pos, const std::string& sprite_name, const std::string& walk_left_action, const std::string& walk_right_action, int layer)
: BadGuy(pos, sprite_name, layer), walk_left_action(walk_left_action), walk_right_action(walk_right_action), walk_speed(80), max_drop_height(-1)
return;
sprite->set_action(dir == LEFT ? walk_left_action : walk_right_action);
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
- physic.vx = (dir == LEFT ? -walk_speed : walk_speed);
+ physic.set_velocity_x(dir == LEFT ? -walk_speed : walk_speed);
}
void
update_on_ground_flag(hit);
if (hit.top) {
- if (physic.vy < 0) physic.vy = 0;
+ if (physic.get_velocity_y() < 0) physic.set_velocity_y(0);
}
if (hit.bottom) {
- if (physic.vy > 0) physic.vy = 0;
+ if (physic.get_velocity_y() > 0) physic.set_velocity_y(0);
}
if ((hit.left && (hit.slope_normal.y == 0) && (dir == LEFT)) || (hit.right && (hit.slope_normal.y == 0) && (dir == RIGHT))) {
return;
dir = dir == LEFT ? RIGHT : LEFT;
sprite->set_action(dir == LEFT ? walk_left_action : walk_right_action);
- physic.vx = -physic.vx;
+ physic.set_velocity_x(-physic.get_velocity_x());
+
+ // if we get dizzy, we fall off the screen
+ if (turn_around_timer.started()) {
+ if (turn_around_counter++ > 10) kill_fall();
+ } else {
+ turn_around_timer.start(1);
+ turn_around_counter = 0;
+ }
+
}
void
WalkingBadguy::freeze()
{
BadGuy::freeze();
- physic.vx = 0;
+ physic.set_velocity_x(0);
}
void
WalkingBadguy::activate();
}
-
-float
+
+float
WalkingBadguy::get_velocity_y() const
{
- return physic.vy;
+ return physic.get_velocity_y();
}
-void
+void
WalkingBadguy::set_velocity_y(float vy)
{
- physic.vy = vy;
+ physic.set_velocity_y(vy);
}
-
-