recover_timer(),
state()
{
- sound_manager->preload(HOP_SOUND);
+ SoundManager::current()->preload(HOP_SOUND);
}
Toad::Toad(const Vector& pos, Direction d) :
recover_timer(),
state()
{
- sound_manager->preload(HOP_SOUND);
+ SoundManager::current()->preload(HOP_SOUND);
}
void
sprite->set_action(dir == LEFT ? "jumping-left" : "jumping-right");
physic.set_velocity_x(dir == LEFT ? -HORIZONTAL_SPEED : HORIZONTAL_SPEED);
physic.set_velocity_y(VERTICAL_SPEED);
- sound_manager->play( HOP_SOUND, get_pos());
+ SoundManager::current()->play( HOP_SOUND, get_pos());
} else
if (newState == FALLING) {
Player* player = get_nearest_player();