X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fbadguy%2Fstalactite.cpp;h=289135b60a0f2e6184ad03780da430332daa61d9;hb=a3316d68ca17966517c3f7bb0c0cb2b7e612fd0a;hp=f2f7b7f8840958de71eba2e4fd9b718befe7d7ea;hpb=77d6c22146b06e5737b905795c8d7aab3f146527;p=supertux.git diff --git a/src/badguy/stalactite.cpp b/src/badguy/stalactite.cpp index f2f7b7f88..289135b60 100644 --- a/src/badguy/stalactite.cpp +++ b/src/badguy/stalactite.cpp @@ -22,17 +22,14 @@ #include "stalactite.hpp" #include "random_generator.hpp" -static const int SHAKE_RANGE = 40; +static const int SHAKE_RANGE_X = 40; static const float SHAKE_TIME = .8; static const float SQUISH_TIME = 2; +static const float SHAKE_RANGE_Y = 400; Stalactite::Stalactite(const lisp::Lisp& lisp) + : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite"), state(STALACTITE_HANGING) { - lisp.get("x", start_position.x); - lisp.get("y", start_position.y); - bbox.set_size(31.8, 31.8); - sprite = sprite_manager->create("images/creatures/stalactite/stalactite.sprite"); - state = STALACTITE_HANGING; countMe = false; } @@ -51,9 +48,10 @@ Stalactite::active_update(float elapsed_time) if(state == STALACTITE_HANGING) { Player* player = this->get_nearest_player(); if (player) { - if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE - && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE - && player->get_bbox().p2.y > bbox.p1.y) { + if(player->get_bbox().p2.x > bbox.p1.x - SHAKE_RANGE_X + && player->get_bbox().p1.x < bbox.p2.x + SHAKE_RANGE_X + && player->get_bbox().p2.y > bbox.p1.y + && player->get_bbox().p1.y < bbox.p2.y + SHAKE_RANGE_Y) { timer.start(SHAKE_TIME); state = STALACTITE_SHAKING; } @@ -70,13 +68,13 @@ Stalactite::active_update(float elapsed_time) } } -HitResponse -Stalactite::collision_solid(GameObject& , const CollisionHit& hit) +void +Stalactite::collision_solid(const CollisionHit& hit) { if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED) - return FORCE_MOVE; + return; - if(hit.normal.y < .9) { // hit floor? + if(hit.bottom) { // hit floor? state = STALACTITE_SQUISHED; set_group(COLGROUP_MOVING_ONLY_STATIC); physic.set_velocity_y(0); @@ -84,12 +82,10 @@ Stalactite::collision_solid(GameObject& , const CollisionHit& hit) if(!timer.started()) timer.start(SQUISH_TIME); } - - return CONTINUE; } HitResponse -Stalactite::collision_player(Player& player, const CollisionHit& ) +Stalactite::collision_player(Player& player) { if(state != STALACTITE_SQUISHED) { player.kill(false);