static const float X_OFFSCREEN_DISTANCE = 1280;
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),
{
start_position = bbox.p1;
- sound_manager->preload("sounds/squish.wav");
- sound_manager->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
dir = (start_dir == AUTO) ? LEFT : start_dir;
}
{
start_position = bbox.p1;
- sound_manager->preload("sounds/squish.wav");
- sound_manager->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
dir = (start_dir == AUTO) ? LEFT : start_dir;
}
reader.get("dead-script", dead_script);
- sound_manager->preload("sounds/squish.wav");
- sound_manager->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
dir = (start_dir == AUTO) ? LEFT : start_dir;
}
// hit from above?
if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
+ if(player->is_stone()) {
+ kill_fall();
+ return FORCE_MOVE;
+ }
if(collision_squished(*player)) {
return FORCE_MOVE;
}
}
+ if(player->is_stone()) {
+ collision_solid(hit);
+ return FORCE_MOVE;
+ }
+
return collision_player(*player, hit);
}
{
if (!is_active()) return;
- sound_manager->play("sounds/squish.wav", get_pos());
+ SoundManager::current()->play("sounds/squish.wav", get_pos());
physic.enable_gravity(true);
physic.set_velocity_x(0);
physic.set_velocity_y(0);
{
if (!is_active()) return;
- sound_manager->play("sounds/fall.wav", get_pos());
+ SoundManager::current()->play("sounds/fall.wav", get_pos());
physic.set_velocity_y(0);
physic.set_acceleration_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
- layer = LAYER_FALLING;
+
+ // Set the badguy layer to be the foremost, so that
+ // this does not reveal secret tilemaps:
+ layer = Sector::current()->get_foremost_layer() + 1;
// start dead-script
run_dead_script();