}
bool
+PoisonIvy::is_freezable() const
+{
+ return true;
+}
+
+bool
PoisonIvy::collision_squished(GameObject& object)
{
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
// TODO: provide convenience function in MovingSprite or MovingObject?
for (int i = 0; i < 3; i++) {
Vector ppos = bbox.get_middle();
- float angle = systemRandom.randf(-M_PI_2, M_PI_2);
- float velocity = systemRandom.randf(350, 400);
+ float angle = graphicsRandom.randf(-M_PI_2, M_PI_2);
+ float velocity = graphicsRandom.randf(350, 400);
float vx = sin(angle)*velocity;
float vy = -cos(angle)*velocity;
Vector pspeed = Vector(vx, vy);