Vector shake_delta = (stone && ability_timer.get_timeleft() < 1.0f) ? Vector(graphicsRandom.rand(-3,3), 0) : Vector(0,0);
sprite->draw(context, get_pos() + shake_delta, LAYER_OBJECTS + 1);
// draw hardhat
- powersprite->draw(context, get_pos(), LAYER_OBJECTS + 1);
+ powersprite->draw(context, get_pos() + shake_delta, LAYER_OBJECTS + 1);
// light
context.push_target();
context.set_target(DrawingContext::LIGHTMAP);
- lightsprite->draw(context, get_pos()/* + Vector(dir==LEFT ? 0 : 32, 0)*/, 0);
+ lightsprite->draw(context, get_pos(), 0);
context.pop_target();
// give an indicator that stone form cannot be used for a while
if (cooldown_timer.started() && graphicsRandom.rand(0, 4) == 0) {