* On impact he is destroyed, trying to kill what he hit or hit him.
*/
namespace{
- static const float SPEED = 200;
+ static const float KAMIKAZE_SPEED = 200;
const std::string SPLAT_SOUND = "sounds/splat.wav";
}
BadGuy(reader, "images/creatures/snowball/kamikaze-snowball.sprite")
{
sound_manager->preload(SPLAT_SOUND);
+ set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
}
KamikazeSnowball::KamikazeSnowball(const Vector& pos, Direction d)
: BadGuy(pos, d, "images/creatures/snowball/kamikaze-snowball.sprite")
{
sound_manager->preload(SPLAT_SOUND);
+ set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
}
void
KamikazeSnowball::initialize()
{
- physic.set_velocity_x(dir == LEFT ? -SPEED : SPEED);
+ physic.set_velocity_x(dir == LEFT ? -KAMIKAZE_SPEED : KAMIKAZE_SPEED);
physic.enable_gravity(false);
sprite->set_action(dir == LEFT ? "left" : "right");
}
HitResponse
KamikazeSnowball::collision_player(Player& player, const CollisionHit& hit)
{
+ //Hack to tell if we should die
HitResponse response = BadGuy::collision_player(player, hit);
- if(response == FORCE_MOVE){
+ if(response == FORCE_MOVE) {
kill_collision();
- response = ABORT_MOVE;
}
- return response;
-}
-IMPLEMENT_FACTORY(KamikazeSnowball, "kamikazesnowball");
+ return ABORT_MOVE;
+}
/* EOF */