- physic.set_velocity_y(0);
- }
- if(hit.left || hit.right) {
- physic.set_velocity_x(0);
- }
- break;
- case STATE_KICKED:
- if(hit.top || hit.bottom) {
- physic.set_velocity_y(0);
- }
- if(hit.left || hit.right) {
- sound_manager->play("sounds/iceblock_bump.wav", get_pos());
-
-#if 0
- // TODO move this into BonusBlock code
- // open bonusblocks, crash bricks
- BonusBlock* bonusblock = dynamic_cast<BonusBlock*> (&object);
- if(bonusblock) {
- bonusblock->try_open();
- }
- Brick* brick = dynamic_cast<Brick*> (&object);
- if(brick) {
- brick->try_break();
- }
-#endif
- if( ( dir == LEFT && hit.left ) || ( dir == RIGHT && hit.right) ){
- dir = (dir == LEFT) ? RIGHT : LEFT;
- sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
-
- physic.set_velocity_x(-physic.get_velocity_x()*0.75);
- if (fabsf(physic.get_velocity_x()) < walk_speed) be_normal();
- }
-