Skully jumps again.
[supertux.git] / src / badguy / skullyhop.cpp
index fb12d75..302ac9a 100644 (file)
@@ -32,14 +32,11 @@ namespace {
 SkullyHop::SkullyHop(const lisp::Lisp& reader)
        : BadGuy(reader, "images/creatures/skullyhop/skullyhop.sprite")
 {
-  has_initial_direction = false;
 }
 
 SkullyHop::SkullyHop(const Vector& pos, Direction d)
-       : BadGuy(pos, "images/creatures/skullyhop/skullyhop.sprite")
+       : BadGuy(pos, d, "images/creatures/skullyhop/skullyhop.sprite")
 {
-  has_initial_direction = true;
-  initial_direction = d;
 }
 
 void
@@ -54,8 +51,6 @@ SkullyHop::write(lisp::Writer& writer)
 void
 SkullyHop::activate()
 {
-  if (has_initial_direction) dir = initial_direction;
-
   // initial state is JUMPING, because we might start airborne
   state = JUMPING;
   sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
@@ -92,37 +87,37 @@ SkullyHop::collision_squished(Player& player)
   return true;
 }
 
-HitResponse
-SkullyHop::collision_solid(GameObject& , const CollisionHit& hit)
+void
+SkullyHop::collision_solid(const CollisionHit& hit)
 {
   // ignore collisions while standing still
-  if(state != JUMPING) return CONTINUE;
+  if(state != JUMPING)
+    return;
 
   // check if we hit the floor while falling
-  if ((hit.normal.y < 0) && (physic.get_velocity_y() > 0)) {
+  if(hit.bottom && physic.get_velocity_y() > 0 ) {
     set_state(STANDING);
   }
-
   // check if we hit the roof while climbing
-  if ((hit.normal.y > 0) && (physic.get_velocity_y() < 0)) { 
+  if(hit.top) { 
     physic.set_velocity_y(0);
   }
 
   // check if we hit left or right while moving in either direction
-  if ((hit.normal.x != 0) && (physic.get_velocity_x() != 0)) {
+  if(hit.left || hit.right) {
     dir = dir == LEFT ? RIGHT : LEFT;
     sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
     physic.set_velocity_x(-0.25*physic.get_velocity_x());
   }
-
-  return CONTINUE;
 }
 
 HitResponse
-SkullyHop::collision_badguy(BadGuy& badguy, const CollisionHit& hit)
+SkullyHop::collision_badguy(BadGuy& , const CollisionHit& hit)
 {
   // behaviour for badguy collisions is the same as for collisions with solids
-  return collision_solid(badguy, hit);
+  collision_solid(hit);
+
+  return CONTINUE;
 }
 
 void