static const float SHAKE_RANGE_Y = 400;
Stalactite::Stalactite(const lisp::Lisp& lisp)
- : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite"), state(STALACTITE_HANGING)
+ : BadGuy(lisp, "images/creatures/stalactite/stalactite.sprite", LAYER_TILES - 1), state(STALACTITE_HANGING)
{
countMe = false;
}
} else if(state == STALACTITE_SHAKING) {
if(timer.check()) {
state = STALACTITE_FALLING;
- physic.enable_gravity(true);
+ physic.gravity_enabled = true;
}
} else if(state == STALACTITE_FALLING || state == STALACTITE_SQUISHED) {
movement = physic.get_movement(elapsed_time);
if (hit.bottom) squish();
}
if(state == STALACTITE_SQUISHED) {
- physic.set_velocity_y(0);
+ physic.vy = 0;
}
}
if (state == STALACTITE_SQUISHED) return FORCE_MOVE;
if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);
+ // ignore other Stalactites
+ if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;
+
if (other.is_freezable()) {
other.freeze();
} else {
if(get_state() != STATE_ACTIVE)
return;
+
+ if(state == STALACTITE_SQUISHED) {
+ sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ return;
+ }
+
if(state == STALACTITE_SHAKING) {
- sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), LAYER_OBJECTS);
+ sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), layer);
} else {
- sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ sprite->draw(context, get_pos(), layer);
}
}