/* Maximum movement speed in pixels per LOGICAL_FPS */
const float MAX_DROP_SPEED = 10.0;
const float RECOVER_SPEED = -3.125;
-const float ACTIVATION_DISTANCE = 4.0;
+const float DROP_ACTIVATION_DISTANCE = 4.0;
const float PAUSE_TIME = 0.5;
}
const Rectf& player_bbox = player->get_bbox();
const Rectf& crusher_bbox = get_bbox();
if ((player_bbox.p1.y >= crusher_bbox.p2.y) /* player is below crusher */
- && (player_bbox.p2.x > (crusher_bbox.p1.x - ACTIVATION_DISTANCE))
- && (player_bbox.p1.x < (crusher_bbox.p2.x + ACTIVATION_DISTANCE)))
+ && (player_bbox.p2.x > (crusher_bbox.p1.x - DROP_ACTIVATION_DISTANCE))
+ && (player_bbox.p1.x < (crusher_bbox.p2.x + DROP_ACTIVATION_DISTANCE)))
return true;
else
return false;