static const float JUMPSPEED = -300;
Star::Star(const Vector& pos, Direction direction)
- : MovingSprite(pos, "images/powerups/star/star.sprite", LAYER_OBJECTS, COLGROUP_MOVING)
+ : MovingSprite(pos, "images/powerups/star/star.sprite", LAYER_OBJECTS, COLGROUP_MOVING)
{
- physic.vx = ((direction == LEFT) ? -SPEED : SPEED);
- physic.vy = INITIALJUMP;
+ physic.set_velocity((direction == LEFT) ? -SPEED : SPEED, INITIALJUMP);
}
void
Star::collision_solid(const CollisionHit& hit)
{
if(hit.bottom) {
- physic.vy = JUMPSPEED;
+ physic.set_velocity_y(JUMPSPEED);
} else if(hit.top) {
- physic.vy = 0;
+ physic.set_velocity_y(0);
} else if(hit.left || hit.right) {
- physic.vx = -physic.vx;
+ physic.set_velocity_x(-physic.get_velocity_x());
}
}