#include "random_generator.hpp"
#include "object/sprite_particle.hpp"
-Bomb::Bomb(const Vector& pos, Direction dir)
- : BadGuy(pos, dir, "images/creatures/mr_cherry/cherry.sprite")
+Bomb::Bomb(const Vector& pos, Direction dir, std::string custom_sprite /*= "images/creatures/mr_cherry/cherry.sprite"*/ )
+ : BadGuy( pos, dir, custom_sprite )
{
state = STATE_TICKING;
set_action(dir == LEFT ? "ticking-left" : "ticking-right", 1);
// bombs are only temporarily so don't write them out...
}
-HitResponse
-Bomb::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Bomb::collision_solid(const CollisionHit& hit)
{
- if(fabsf(hit.normal.y) > .5)
+ if(hit.bottom)
physic.set_velocity_y(0);
-
- return CONTINUE;
}
HitResponse
remove_me();
}
break;
- }
+ }
}
void
if (state != STATE_EXPLODING) // we don't want it exploding again
explode();
}
-