static const std::string LAND_ON_TOTEM_SOUND = "sounds/totem.ogg";
Totem::Totem(const lisp::Lisp& reader)
- : BadGuy(reader, "images/creatures/totem/totem.sprite")
+ : BadGuy(reader, "images/creatures/totem/totem.sprite")
{
carrying = 0;
carried_by = 0;
}
Totem::Totem(const Totem& other)
- : BadGuy(other), carrying(other.carrying), carried_by(other.carried_by)
+ : BadGuy(other), carrying(other.carrying), carried_by(other.carried_by)
{
sound_manager->preload( LAND_ON_TOTEM_SOUND );
}
if (s) {
// jump a bit if we find a suitable totem
for (std::vector<MovingObject*>::iterator i = s->moving_objects.begin(); i != s->moving_objects.end(); i++) {
- Totem* t = dynamic_cast<Totem*>(*i);
- if (!t) continue;
+ Totem* t = dynamic_cast<Totem*>(*i);
+ if (!t) continue;
- // skip if we are not approaching each other
- if (!((this->dir == LEFT) && (t->dir == RIGHT))) continue;
+ // skip if we are not approaching each other
+ if (!((this->dir == LEFT) && (t->dir == RIGHT))) continue;
- Vector p1 = this->get_pos();
- Vector p2 = t->get_pos();
+ Vector p1 = this->get_pos();
+ Vector p2 = t->get_pos();
- // skip if not on same height
- float dy = (p1.y - p2.y);
- if (fabsf(dy - 0) > 2) continue;
+ // skip if not on same height
+ float dy = (p1.y - p2.y);
+ if (fabsf(dy - 0) > 2) continue;
- // skip if too far away
- float dx = (p1.x - p2.x);
- if (fabsf(dx - 128) > 2) continue;
+ // skip if too far away
+ float dx = (p1.x - p2.x);
+ if (fabsf(dx - 128) > 2) continue;
- physic.set_velocity_y(JUMP_ON_SPEED_Y);
- p1.y -= 1;
- this->set_pos(p1);
- break;
+ physic.set_velocity_y(JUMP_ON_SPEED_Y);
+ p1.y -= 1;
+ this->set_pos(p1);
+ break;
}
}
}