if(ice_state == ICESTATE_GRABBED)
return FORCE_MOVE;
+ if(dir == UP) {
+ return FORCE_MOVE;
+ }
+
// handle kicks from left or right side
if(ice_state == ICESTATE_FLAT && get_state() == STATE_ACTIVE) {
if(hit.left) {
}
bool
-MrIceBlock::collision_squished(Player& player)
+MrIceBlock::collision_squished(GameObject& object)
{
switch(ice_state) {
case ICESTATE_KICKED:
set_state(ICESTATE_FLAT);
break;
case ICESTATE_FLAT:
- if(player.get_pos().x < get_pos().x) {
- dir = RIGHT;
- } else {
- dir = LEFT;
+ {
+ MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
+ if (movingobject && (movingobject->get_pos().x < get_pos().x)) {
+ dir = RIGHT;
+ } else {
+ dir = LEFT;
+ }
}
set_state(ICESTATE_KICKED);
break;
break;
}
- player.bounce(*this);
+ Player* player = dynamic_cast<Player*>(&object);
+ if (player) player->bounce(*this);
return true;
}
WalkingBadguy::activate();
break;
case ICESTATE_FLAT:
- sound_manager->play("sounds/stomp.wav", get_pos());
- physic.set_velocity_x(0);
- physic.set_velocity_y(0);
+ if(dir == UP) {
+ physic.set_velocity_y(-KICKSPEED);
+ bbox.set_size(34, 31.8f);
+ } else {
+ sound_manager->play("sounds/stomp.wav", get_pos());
+ physic.set_velocity_x(0);
+ physic.set_velocity_y(0);
- sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
+ sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
+ }
flat_timer.start(4);
break;
case ICESTATE_KICKED:
physic.set_velocity_x(dir == LEFT ? -KICKSPEED : KICKSPEED);
sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
// we should slide above 1 block holes now...
- bbox.set_size(34, 31.8);
+ bbox.set_size(34, 31.8f);
break;
case ICESTATE_GRABBED:
flat_timer.stop();
MrIceBlock::ungrab(MovingObject& , Direction dir)
{
this->dir = dir;
- set_state(ICESTATE_KICKED);
+ set_state(dir == UP ? ICESTATE_FLAT : ICESTATE_KICKED);
set_group(COLGROUP_MOVING);
}