Fix Tux walking backwards after automatic backflipping, fixes #1063
[supertux.git] / src / badguy / skullyhop.cpp
index c76bace..7f1d7be 100644 (file)
@@ -32,7 +32,7 @@ SkullyHop::SkullyHop(const Reader& reader) :
   recover_timer(),
   state()
 {
-  sound_manager->preload( SKULLYHOP_SOUND );
+  SoundManager::current()->preload( SKULLYHOP_SOUND );
 }
 
 SkullyHop::SkullyHop(const Vector& pos, Direction d) :
@@ -40,7 +40,7 @@ SkullyHop::SkullyHop(const Vector& pos, Direction d) :
   recover_timer(),
   state()
 {
-  sound_manager->preload( SKULLYHOP_SOUND );
+  SoundManager::current()->preload( SKULLYHOP_SOUND );
 }
 
 void
@@ -59,7 +59,7 @@ SkullyHop::set_state(SkullyHopState newState)
     physic.set_velocity_y(0);
     sprite->set_action(dir == LEFT ? "standing-left" : "standing-right");
 
-    float recover_time = systemRandom.randf(MIN_RECOVER_TIME,MAX_RECOVER_TIME);
+    float recover_time = gameRandom.randf(MIN_RECOVER_TIME,MAX_RECOVER_TIME);
     recover_timer.start(recover_time);
   } else
     if (newState == CHARGING) {
@@ -71,7 +71,7 @@ const float HORIZONTAL_SPEED = 220; /**< x-speed when jumping */
         physic.set_velocity_x(dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
 const float VERTICAL_SPEED = -450;   /**< y-speed when jumping */
         physic.set_velocity_y(VERTICAL_SPEED);
-        sound_manager->play( SKULLYHOP_SOUND, get_pos());
+        SoundManager::current()->play( SKULLYHOP_SOUND, get_pos());
       }
 
   state = newState;
@@ -80,6 +80,9 @@ const float VERTICAL_SPEED = -450;   /**< y-speed when jumping */
 bool
 SkullyHop::collision_squished(GameObject& object)
 {
+  if (frozen)
+    return BadGuy::collision_squished(object);
+
   sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
   kill_squished(object);
   return true;
@@ -88,6 +91,12 @@ SkullyHop::collision_squished(GameObject& object)
 void
 SkullyHop::collision_solid(const CollisionHit& hit)
 {
+  if (frozen)
+  {
+    BadGuy::collision_solid(hit);
+    return;
+  }
+
   // just default behaviour (i.e. stop at floor/walls) when squished
   if (BadGuy::get_state() == STATE_SQUISHED) {
     BadGuy::collision_solid(hit);
@@ -128,6 +137,10 @@ SkullyHop::active_update(float elapsed_time)
 {
   BadGuy::active_update(elapsed_time);
 
+  // no change if frozen
+  if (frozen)
+    return;
+
   // charge when fully recovered
   if ((state == STANDING) && (recover_timer.check())) {
     set_state(CHARGING);
@@ -141,4 +154,17 @@ SkullyHop::active_update(float elapsed_time)
   }
 }
 
+void
+SkullyHop::unfreeze()
+{
+  BadGuy::unfreeze();
+  initialize();
+}
+
+bool
+SkullyHop::is_freezable() const
+{
+  return true;
+}
+
 /* EOF */