Separated EndSequence logic from GameSession. This will allow for nice hierarchy...
[supertux.git] / src / object / player.cpp
index 9eb541c..4658801 100644 (file)
@@ -215,6 +215,12 @@ Player::adjust_height(float new_height)
 }
 
 void
+Player::trigger_sequence(std::string sequence_name)
+{
+  GameSession::current()->start_sequence(sequence_name);
+}
+
+void
 Player::update(float elapsed_time)
 {
   if( no_water ){
@@ -346,7 +352,7 @@ Player::apply_friction()
     physic.set_acceleration_x(0);
   } else if(physic.get_velocity_x() < 0) {
     physic.set_acceleration_x(WALK_ACCELERATION_X * 1.5);
-  } else {
+    } else if(physic.get_velocity_x() > 0) {
     physic.set_acceleration_x(WALK_ACCELERATION_X * -1.5);
   }
 }
@@ -1051,17 +1057,22 @@ Player::kill(bool completely)
 
   physic.set_velocity_x(0);
 
-  if(!completely && is_big()) {
+  if(!completely && (is_big() || growing_timer.started())) {
     if(player_status->bonus == FIRE_BONUS
         || player_status->bonus == ICE_BONUS) {
       safe_timer.start(TUX_SAFE_TIME);
       set_bonus(GROWUP_BONUS, true);
-    } else {
+    } else if(player_status->bonus == GROWUP_BONUS) {
       //growing_timer.start(GROWING_TIME);
       safe_timer.start(TUX_SAFE_TIME /* + GROWING_TIME */);
       adjust_height(30.8);
       duck = false;
       set_bonus(NO_BONUS, true);
+    } else if(player_status->bonus == NO_BONUS) {
+      growing_timer.stop();
+      safe_timer.start(TUX_SAFE_TIME);
+      adjust_height(30.8);
+      duck = false;
     }
   } else {
     for (int i = 0; (i < 5) && (i < player_status->coins); i++)