return FORCE_MOVE;
}
}
+ std::cout << "COLLISION - HITPOINTS: " << hitpoints << ", BULLLET HP: " << bullet_hitpoints << std::endl;
player.kill(Player::SHRINK);
return FORCE_MOVE;
}
{
bullet_hitpoints--;
if (bullet_hitpoints <= 0) {
+ hitpoints = 0;
SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
Sector::current()->player->get_pos());
physic.set_velocity_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
}
+ std::cout << "KILL_FALL - HITPOINTS: " << hitpoints << ", BULLLET HP: " << bullet_hitpoints << std::endl;
}
void
{
bullet_hitpoints--;
if (bullet_hitpoints <= 0) {
+ hitpoints = 0;
SoundManager::get()->play_sound(IDToSound(SND_FALL), this,
Sector::current()->player->get_pos());
physic.set_velocity_y(0);
set_state(STATE_FALLING);
Sector::current()->add_object(new Door((int)get_pos().x+32, 512, "sector1", "main2"));
}
+ std::cout << "KILL_FALL - HITPOINTS: " << hitpoints << ", BULLLET HP: " << bullet_hitpoints << std::endl;
}
IMPLEMENT_FACTORY(Nolok_01, "nolok_01")