#include "player.hpp"
#include "sector.hpp"
#include "resources.hpp"
-#include "sprite/sprite_manager.hpp"
#include "sprite/sprite.hpp"
#include "random_generator.hpp"
-static const float CRACKTIME = 0.3;
-static const float FALLTIME = 0.8;
+static const float CRACKTIME = 0.3f;
+static const float FALLTIME = 0.8f;
SkullTile::SkullTile(const lisp::Lisp& lisp)
- : hit(false), falling(false)
+ : MovingSprite(lisp, "images/objects/skull_tile/skull_tile.sprite", LAYER_TILES, COLGROUP_STATIC), hit(false), falling(false)
{
- lisp.get("x", bbox.p1.x);
- lisp.get("y", bbox.p1.y);
- bbox.set_size(32, 32);
- sprite = sprite_manager->create("images/objects/skull_tile/skull_tile.sprite");
- flags |= FLAG_SOLID;
-
- set_group(COLGROUP_STATIC);
-}
-
-SkullTile::~SkullTile()
-{
- delete sprite;
}
HitResponse
-SkullTile::collision(GameObject& other, const CollisionHit& hitdata)
+SkullTile::collision(GameObject& other, const CollisionHit& )
{
- if(hitdata.normal.y < 0.8)
- return FORCE_MOVE;
-
Player* player = dynamic_cast<Player*> (&other);
if(player)
hit = true;
// shacking
if(timer.get_timegone() > CRACKTIME) {
pos.x += systemRandom.rand(-3, 3);
- }
+ }
- sprite->draw(context, pos, LAYER_TILES);
+ sprite->draw(context, pos, layer);
}
void
} else if(hit) {
if(timer.check()) {
falling = true;
- physic.enable_gravity(true);
- flags &= ~FLAG_SOLID;
+ physic.enable_gravity(true);
timer.stop();
} else if(!timer.started()) {
timer.start(FALLTIME);