void
Rock::draw(DrawingContext& context)
{
-
sprite->draw(context, get_pos(), LAYER_OBJECTS);
}
{
if(!grabbed) {
flags |= FLAG_SOLID;
- set_group(COLGROUP_STATIC);
+ set_group(COLGROUP_MOVING);
movement = physic.get_movement(elapsed_time);
} else {
physic.set_velocity(0, 0);
HitResponse
Rock::collision(GameObject& object, const CollisionHit& )
{
- if(grabbed)
+ if(grabbed) {
return FORCE_MOVE;
+ }
if(object.get_flags() & FLAG_SOLID) {
- physic.set_velocity(0, 0);
- return CONTINUE;
+ physic.set_velocity(0, 0);
+ return CONTINUE;
}
return FORCE_MOVE;