X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fskullyhop.cpp;h=3c1fe3e219af491b9b9943945aa11199303df01c;hb=013a5ca196545a094f27c1b708facd0084d58d55;hp=a1fab8462efa232cb73d10294b6366355593872f;hpb=a113d3bd1feddd510e3b2852b0d42522735eee40;p=supertux.git diff --git a/src/badguy/skullyhop.cpp b/src/badguy/skullyhop.cpp index a1fab8462..3c1fe3e21 100644 --- a/src/badguy/skullyhop.cpp +++ b/src/badguy/skullyhop.cpp @@ -1,7 +1,7 @@ // $Id$ // // SkullyHop - A Hopping Skull -// Copyright (C) 2006 Christoph Sommer +// Copyright (C) 2006 Christoph Sommer // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -25,8 +25,8 @@ namespace { const float VERTICAL_SPEED = -450; /**< y-speed when jumping */ const float HORIZONTAL_SPEED = 220; /**< x-speed when jumping */ - const float MIN_RECOVER_TIME = 0.1; /**< minimum time to stand still before starting a (new) jump */ - const float MAX_RECOVER_TIME = 1.0; /**< maximum time to stand still before starting a (new) jump */ + const float MIN_RECOVER_TIME = 0.1f; /**< minimum time to stand still before starting a (new) jump */ + const float MAX_RECOVER_TIME = 1.0f; /**< maximum time to stand still before starting a (new) jump */ static const std::string HOP_SOUND = "sounds/hop.ogg"; } @@ -52,7 +52,7 @@ SkullyHop::write(lisp::Writer& writer) } void -SkullyHop::activate() +SkullyHop::initialize() { // initial state is JUMPING, because we might start airborne state = JUMPING; @@ -84,16 +84,21 @@ SkullyHop::set_state(SkullyHopState newState) } bool -SkullyHop::collision_squished(Player& player) +SkullyHop::collision_squished(GameObject& object) { sprite->set_action(dir == LEFT ? "squished-left" : "squished-right"); - kill_squished(player); + kill_squished(object); return true; } void SkullyHop::collision_solid(const CollisionHit& hit) { + // just default behaviour (i.e. stop at floor/walls) when squished + if (BadGuy::get_state() == STATE_SQUISHED) { + BadGuy::collision_solid(hit); + } + // ignore collisions while standing still if(state != JUMPING) return;