}
}
-HitResponse
-Stalactite::collision_solid(GameObject& , const CollisionHit& hit)
+void
+Stalactite::collision_solid(const CollisionHit& hit)
{
if(state != STALACTITE_FALLING && state != STALACTITE_SQUISHED)
- return FORCE_MOVE;
-
- if(hit.normal.y < .9) { // hit floor?
+ return;
+
+ if(hit.bottom) { // hit floor?
state = STALACTITE_SQUISHED;
set_group(COLGROUP_MOVING_ONLY_STATIC);
physic.set_velocity_y(0);
if(!timer.started())
timer.start(SQUISH_TIME);
}
-
- return CONTINUE;
}
HitResponse
-Stalactite::collision_player(Player& player, const CollisionHit& )
+Stalactite::collision_player(Player& player)
{
if(state != STALACTITE_SQUISHED) {
player.kill(false);
{
if(get_state() != STATE_ACTIVE)
return;
-
+
if(state == STALACTITE_SHAKING) {
sprite->draw(context, get_pos() + Vector(systemRandom.rand(-3,3), 0), LAYER_OBJECTS);
} else {