#include <cmath>
#include "app/globals.h"
-#include "app/defines.h"
+#include "defines.h"
#include "special/sprite_manager.h"
#include "utils/lispwriter.h"
#include "badguy.h"
tux.kick_timer.start(KICKING_TIME);
set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
- sound_manager->play_sound(sounds[SND_KICK], this, Sector::current()->player->get_pos());
+ SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
}
}
check_horizontal_bump();
if(mode == KICK && changed != dir)
{
- sound_manager->play_sound(sounds[SND_RICOCHET], get_pos(), Sector::current()->player->get_pos());
+ SoundManager::get()->play_sound(IDToSound(SND_RICOCHET), get_pos(), Sector::current()->player->get_pos());
}
}
dying = DYING_NOT; // now the bomb hurts
timer.start(EXPLODETIME);
- sound_manager->play_sound(sounds[SND_EXPLODE], this, Sector::current()->player->get_pos());
+ SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), this, Sector::current()->player->get_pos());
} else if(mode == BOMB_EXPLODE) {
remove_me();
return;
Sector::current()->add_score(Vector(base.x, base.y),
50 * player_status.score_multiplier);
- sound_manager->play_sound(sounds[SND_SQUISH], get_pos(), Sector::current()->player->get_pos());
+ SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
player_status.score_multiplier++;
dying = DYING_SQUISHED;
player->bounce(this);
Sector::current()->add_score(Vector(base.x, base.y),
50 * player_status.score_multiplier);
- sound_manager->play_sound(sounds[SND_SQUISH], get_pos(), Sector::current()->player->get_pos());
+ SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
player_status.score_multiplier++;
return;
if (mode == NORMAL || mode == KICK)
{
/* Flatten! */
- sound_manager->play_sound(sounds[SND_STOMP], get_pos(), Sector::current()->player->get_pos());
+ SoundManager::get()->play_sound(IDToSound(SND_STOMP), get_pos(), Sector::current()->player->get_pos());
mode = FLAT;
set_sprite(img_mriceblock_flat_left, img_mriceblock_flat_right);
physic.set_velocity_x(0);
timer.start(4000);
} else if (mode == FLAT) {
/* Kick! */
- sound_manager->play_sound(sounds[SND_KICK], this, Sector::current()->player->get_pos());
+ SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
if (player->base.x < base.x + (base.width/2)) {
physic.set_velocity_x(5);
score * player_status.score_multiplier);
/* Play death sound: */
- sound_manager->play_sound(sounds[SND_FALL], this, Sector::current()->player->get_pos());
+ SoundManager::get()->play_sound(IDToSound(SND_FALL), this, Sector::current()->player->get_pos());
}
void
dir = RIGHT;
physic.set_velocity_x(fabsf(physic.get_velocity_x()));
- // in case badguys get "jammed"
- if (physic.get_velocity_x() != 0)
- base.x = pbad_c->base.x + pbad_c->base.width;
+ // Put bad guys a part (or they get jammed)
+ // only needed to do to one of them
+ base.x = pbad_c->base.x + pbad_c->base.width + 1;
}
else if (dir == RIGHT)
{
/* Get kicked if were flat */
if (mode == FLAT && !dying)
{
- sound_manager->play_sound(sounds[SND_KICK], this, Sector::current()->player->get_pos());
+ SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
// Hit from left side
if (player->base.x < base.x) {