#include <math.h>
-static const float IDLE_TIME = 0.2f; /**< time to wait before and after throwing */
+static const float MOLE_WAIT_TIME = 0.2f; /**< time to wait before and after throwing */
static const float THROW_TIME = 4.6f; /**< time to spend throwing */
static const float THROW_INTERVAL = 1; /**< time between two thrown rocks */
static const float THROW_VELOCITY = 400; /**< initial velocity of thrown rocks */
float px = get_bbox().get_middle().x;
float py = get_bbox().get_middle().y;
- float angle = systemRandom.rand(90 - 15, 90 + 15) * (M_PI / 180);
+ float angle = gameRandom.rand(90 - 15, 90 + 15) * (M_PI / 180);
float vx = cos(angle) * THROW_VELOCITY;
float vy = -sin(angle) * THROW_VELOCITY;
case PRE_THROWING:
sprite->set_action("idle");
set_colgroup_active(COLGROUP_DISABLED);
- timer.start(IDLE_TIME);
+ timer.start(MOLE_WAIT_TIME);
break;
case THROWING:
sprite->set_action("idle");
case POST_THROWING:
sprite->set_action("idle");
set_colgroup_active(COLGROUP_DISABLED);
- timer.start(IDLE_TIME);
+ timer.start(MOLE_WAIT_TIME);
break;
case PEEKING:
sprite->set_action("peeking", 1);