fix cr/lfs and remove trailing whitespaces...
[supertux.git] / src / badguy / angrystone.cpp
index a44e836..865e430 100644 (file)
@@ -29,12 +29,8 @@ static const float ATTACK_TIME = 1;
 static const float RECOVER_TIME = .5;
 
 AngryStone::AngryStone(const lisp::Lisp& reader)
+       : BadGuy(reader, "images/creatures/angrystone/angrystone.sprite"), state(IDLE)
 {
-  reader.get("x", start_position.x);
-  reader.get("y", start_position.y);
-  sprite = sprite_manager->create("images/creatures/angrystone/angrystone.sprite");
-  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
-  state = IDLE;
 }
 
 void
@@ -57,10 +53,14 @@ AngryStone::activate()
   sprite->set_action("idle");
 }
 
-HitResponse
-AngryStone::collision_solid(GameObject& , const CollisionHit& hit)
+void
+AngryStone::collision_solid(const CollisionHit& hit)
 {
-  if ((state == ATTACKING) && (hit.normal.x == -attackDirection.x) && (hit.normal.y == attackDirection.y)) {
+  // TODO
+  (void) hit;
+#if 0
+  if ((state == ATTACKING) &&
+      (hit.normal.x == -attackDirection.x) && (hit.normal.y == attackDirection.y)) {
     state = IDLE;
     sprite->set_action("idle");
     physic.set_velocity_x(0);
@@ -69,8 +69,7 @@ AngryStone::collision_solid(GameObject& , const CollisionHit& hit)
     oldWallDirection.x = attackDirection.x;
     oldWallDirection.y = attackDirection.y;
   }
-
-  return CONTINUE;
+#endif
 }
 
 void
@@ -90,7 +89,7 @@ AngryStone::collision_badguy(BadGuy& badguy, const CollisionHit& )
   return FORCE_MOVE;
 }
 
-void 
+void
 AngryStone::active_update(float elapsed_time) {
   BadGuy::active_update(elapsed_time);
 
@@ -111,10 +110,10 @@ AngryStone::active_update(float elapsed_time) {
     if ((dx > -playerWidth) && (dx < badguyWidth)) {
       if (dy > 0) {
         attackDirection.x = 0;
-        attackDirection.y = -1;
+        attackDirection.y = 1;
       } else {
         attackDirection.x = 0;
-        attackDirection.y = 1;
+        attackDirection.y = -1;
       }
       if ((attackDirection.x != oldWallDirection.x) || (attackDirection.y != oldWallDirection.y)) {
         sprite->set_action("charging");