static const float INVINCIBLE_TIME = 1;
Stumpy::Stumpy(const Reader& reader) :
- WalkingBadguy(reader, "images/creatures/mr_tree/stumpy.sprite","left","right"),
+ WalkingBadguy(reader, "images/creatures/mr_tree/stumpy.sprite","left","right"),
mystate(STATE_NORMAL),
invincible_timer()
{
walk_speed = STUMPY_SPEED;
max_drop_height = 16;
- sound_manager->preload("sounds/mr_treehit.ogg");
+ SoundManager::current()->preload("sounds/mr_treehit.ogg");
}
Stumpy::Stumpy(const Vector& pos, Direction d) :
- WalkingBadguy(pos, d, "images/creatures/mr_tree/stumpy.sprite","left","right"),
+ WalkingBadguy(pos, d, "images/creatures/mr_tree/stumpy.sprite","left","right"),
mystate(STATE_INVINCIBLE),
invincible_timer()
{
walk_speed = STUMPY_SPEED;
max_drop_height = 16;
- sound_manager->preload("sounds/mr_treehit.ogg");
+ SoundManager::current()->preload("sounds/mr_treehit.ogg");
invincible_timer.start(INVINCIBLE_TIME);
}
// if we're still invincible, we ignore the hit
if (mystate == STATE_INVINCIBLE) {
- sound_manager->play("sounds/mr_treehit.ogg", get_pos());
+ SoundManager::current()->play("sounds/mr_treehit.ogg", get_pos());
Player* player = dynamic_cast<Player*>(&object);
if (player) player->bounce(*this);
return true;
float vy = -cos(angle)*velocity;
Vector pspeed = Vector(vx, vy);
Vector paccel = Vector(0, 100);
- Sector::current()->add_object(new SpriteParticle("images/objects/particles/bark.sprite", "default", ppos, ANCHOR_MIDDLE, pspeed, paccel, LAYER_OBJECTS-1));
+ Sector::current()->add_object(std::make_shared<SpriteParticle>("images/objects/particles/bark.sprite",
+ "default",
+ ppos, ANCHOR_MIDDLE,
+ pspeed, paccel,
+ LAYER_OBJECTS-1));
}
return true;