#include "sprite/sprite_manager.hpp"
#include "video/drawing_context.hpp"
-static const float INITIALJUMP = 400;
+static const float INITIALJUMP = -400;
static const float SPEED = 150;
-static const float JUMPSPEED = 300;
+static const float JUMPSPEED = -300;
-Star::Star(const Vector& pos)
- : MovingSprite(pos, "images/powerups/star/star.sprite", LAYER_OBJECTS, COLGROUP_MOVING)
+Star::Star(const Vector& pos, Direction direction)
+ : MovingSprite(pos, "images/powerups/star/star.sprite", LAYER_OBJECTS, COLGROUP_MOVING)
{
- physic.set_velocity(SPEED, INITIALJUMP);
+ physic.set_velocity((direction == LEFT) ? -SPEED : SPEED, INITIALJUMP);
}
void
movement = physic.get_movement(elapsed_time);
}
-HitResponse
-Star::collision(GameObject& other, const CollisionHit& hit)
+void
+Star::collision_solid(const CollisionHit& hit)
{
- if(other.get_flags() & FLAG_SOLID) {
- if(hit.normal.y < -.5) { // ground
- physic.set_velocity_y(JUMPSPEED);
- } else if(hit.normal.y > .5) { // roof
- physic.set_velocity_y(0);
- } else { // bumped left or right
- physic.set_velocity_x(-physic.get_velocity_x());
- }
-
- return CONTINUE;
+ if(hit.bottom) {
+ physic.set_velocity_y(JUMPSPEED);
+ } else if(hit.top) {
+ physic.set_velocity_y(0);
+ } else if(hit.left || hit.right) {
+ physic.set_velocity_x(-physic.get_velocity_x());
}
-
+}
+
+HitResponse
+Star::collision(GameObject& other, const CollisionHit& )
+{
Player* player = dynamic_cast<Player*> (&other);
if(player) {
player->make_invincible();
return FORCE_MOVE;
}
-