// $Id$
//
// AngryStone - A spiked block that charges towards the player
-// Copyright (C) 2006 Christoph Sommer <supertux@2006.expires.deltadevelopment.de>
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
static const float RECOVER_TIME = .5;
AngryStone::AngryStone(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/angrystone/angrystone.sprite"), state(IDLE)
+ : BadGuy(reader, "images/creatures/angrystone/angrystone.sprite"), state(IDLE)
{
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
+ physic.enable_gravity(true);
+ sprite->set_action("idle");
}
void
{
writer.start_list("angrystone");
- writer.write_float("x", start_position.x);
- writer.write_float("y", start_position.y);
+ writer.write("x", start_position.x);
+ writer.write("y", start_position.y);
writer.end_list("angrystone");
}
void
-AngryStone::activate()
-{
- physic.vx = 0;
- physic.vy = 0;
- physic.gravity_enabled = true;
- sprite->set_action("idle");
-}
-
-void
AngryStone::collision_solid(const CollisionHit& hit)
{
// TODO
(hit.normal.x == -attackDirection.x) && (hit.normal.y == attackDirection.y)) {
state = IDLE;
sprite->set_action("idle");
- physic.vx = 0;
- physic.vy = 0;
- physic.gravity_enabled = true;
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
+ physic.enable_gravity(true);
oldWallDirection.x = attackDirection.x;
oldWallDirection.y = attackDirection.y;
}
sprite->set_action("attacking");
timer.start(ATTACK_TIME);
state = ATTACKING;
- physic.gravity_enabled = false;
- physic.vx = SPEED * attackDirection.x;
- physic.vy = SPEED * attackDirection.y;
+ physic.enable_gravity(false);
+ physic.set_velocity_x(SPEED * attackDirection.x);
+ physic.set_velocity_y(SPEED * attackDirection.y);
oldWallDirection.x = 0;
oldWallDirection.y = 0;
}
timer.start(RECOVER_TIME);
state = RECOVERING;
sprite->set_action("idle");
- physic.gravity_enabled = true;
- physic.vx = 0;
- physic.vy = 0;
+ physic.enable_gravity(true);
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
}
}
if (timer.check()) {
state = IDLE;
sprite->set_action("idle");
- physic.gravity_enabled = true;
- physic.vx = 0;
- physic.vy = 0;
+ physic.enable_gravity(true);
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
}
}