static const float Y_OFFSCREEN_DISTANCE = 800;
static const int LAYER_FALLING = 500;
-BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name, int layer) :
- MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
+BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name_, int layer_) :
+ MovingSprite(pos, sprite_name_, layer_, COLGROUP_DISABLED),
physic(),
countMe(true),
is_initialized(false),
dir = (start_dir == AUTO) ? LEFT : start_dir;
}
-BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name, int layer) :
- MovingSprite(pos, sprite_name, layer, COLGROUP_DISABLED),
+BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite_name_, int layer_) :
+ MovingSprite(pos, sprite_name_, layer_, COLGROUP_DISABLED),
physic(),
countMe(true),
is_initialized(false),
dir = (start_dir == AUTO) ? LEFT : start_dir;
}
-BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name, int layer) :
- MovingSprite(reader, sprite_name, layer, COLGROUP_DISABLED),
+BadGuy::BadGuy(const Reader& reader, const std::string& sprite_name_, int layer_) :
+ MovingSprite(reader, sprite_name_, layer_, COLGROUP_DISABLED),
physic(),
countMe(true),
is_initialized(false),
// if starting direction was set to AUTO, this is our chance to re-orient the badguy
if (start_dir == AUTO) {
- Player* player = get_nearest_player();
- if (player && (player->get_bbox().p1.x > get_bbox().p2.x)) {
+ Player* player_ = get_nearest_player();
+ if (player_ && (player_->get_bbox().p1.x > get_bbox().p2.x)) {
dir = RIGHT;
} else {
dir = LEFT;
}
void
-BadGuy::set_colgroup_active(CollisionGroup group)
+BadGuy::set_colgroup_active(CollisionGroup group_)
{
- this->colgroup_active = group;
- if (state == STATE_ACTIVE) set_group(group);
+ this->colgroup_active = group_;
+ if (state == STATE_ACTIVE) set_group(group_);
}
/* EOF */