}
void
-MrIceBlock::active_action(float elapsed_time)
+MrIceBlock::active_update(float elapsed_time)
{
if(ice_state == ICESTATE_FLAT && flat_timer.check()) {
ice_state = ICESTATE_NORMAL;
physic.set_velocity_x(dir == LEFT ? -WALKSPEED : WALKSPEED);
sprite->set_action(dir == LEFT ? "left" : "right");
}
- BadGuy::active_action(elapsed_time);
+ BadGuy::active_update(elapsed_time);
}
HitResponse