static const float THROW_VELOCITY = 400; /**< initial velocity of thrown rocks */
Mole::Mole(const Reader& reader) :
- BadGuy(reader, "images/creatures/mole/mole.sprite", LAYER_TILES-1),
+ BadGuy(reader, "images/creatures/mole/mole.sprite", LAYER_TILES-1),
state(PRE_THROWING),
timer(),
throw_timer()
{
physic.enable_gravity(false);
- sound_manager->preload("sounds/fall.wav");
- sound_manager->preload("sounds/squish.wav");
- sound_manager->preload("sounds/dartfire.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/dartfire.wav");
}
Mole::Mole(const Vector& pos) :
- BadGuy(pos, "images/creatures/mole/mole.sprite", LAYER_TILES-1),
+ BadGuy(pos, "images/creatures/mole/mole.sprite", LAYER_TILES-1),
state(PRE_THROWING),
timer(),
throw_timer()
{
physic.enable_gravity(false);
- sound_manager->preload("sounds/fall.wav");
- sound_manager->preload("sounds/squish.wav");
- sound_manager->preload("sounds/dartfire.wav");
+ SoundManager::current()->preload("sounds/fall.wav");
+ SoundManager::current()->preload("sounds/squish.wav");
+ SoundManager::current()->preload("sounds/dartfire.wav");
}
void
Mole::kill_fall()
{
set_state(DEAD);
- sound_manager->play("sounds/fall.wav", get_pos());
+ SoundManager::current()->play("sounds/fall.wav", get_pos());
run_dead_script();
}
bool
Mole::collision_squished(GameObject& )
{
+ if (frozen)
+ return true;
+
set_state(DEAD);
- sound_manager->play("sounds/squish.wav", get_pos());
+ SoundManager::current()->play("sounds/squish.wav", get_pos());
run_dead_script();
return true;
}
float vx = cos(angle) * THROW_VELOCITY;
float vy = -sin(angle) * THROW_VELOCITY;
- sound_manager->play("sounds/dartfire.wav", get_pos());
- Sector::current()->add_object(new MoleRock(Vector(px, py), Vector(vx, vy), this));
+ SoundManager::current()->play("sounds/dartfire.wav", get_pos());
+ Sector::current()->add_object(std::make_shared<MoleRock>(Vector(px, py), Vector(vx, vy), this));
}
void
{
BadGuy::active_update(elapsed_time);
+ if (frozen)
+ return;
+
switch (state) {
case PRE_THROWING:
if (timer.check()) {
}
+bool
+Mole::is_freezable() const
+{
+ return true;
+}
+
void
Mole::set_state(MoleState new_state)
{
+ if (frozen)
+ return;
+
switch (new_state) {
case PRE_THROWING:
sprite->set_action("idle");