Changed jump behaviour: Tux will now jump even if the button was pressed (up to)...
[supertux.git] / src / object / skull_tile.cpp
index c4c36b1..7721a5b 100644 (file)
 #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)
-       : MovingSprite(lisp, "images/objects/skull_tile/skull_tile.sprite", LAYER_TILES, COLGROUP_STATIC), hit(false), falling(false)
+        : MovingSprite(lisp, "images/objects/skull_tile/skull_tile.sprite", LAYER_TILES, COLGROUP_STATIC), hit(false), falling(false)
 {
-  flags |= FLAG_SOLID;
 }
 
 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;
@@ -54,10 +50,10 @@ void
 SkullTile::draw(DrawingContext& context)
 {
   Vector pos = get_pos();
-  // shacking
+  // shaking
   if(timer.get_timegone() > CRACKTIME) {
     pos.x += systemRandom.rand(-3, 3);
-  } 
+  }
 
   sprite->draw(context, pos, layer);
 }
@@ -74,8 +70,7 @@ SkullTile::update(float elapsed_time)
   } 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);