}
void
-WalkingBadguy::active_update(float elapsed_time)
+WalkingBadguy::active_update(float elapsed_time, float dest_x_velocity)
{
BadGuy::active_update(elapsed_time);
float current_x_velocity = physic.get_velocity_x ();
- float dest_x_velocity = (dir == LEFT) ? -walk_speed : +walk_speed;
if (frozen)
{
physic.set_acceleration_x (0.0);
}
/* Check if we're going too slow or even in the wrong direction */
- else if (((dir == LEFT) && (current_x_velocity > dest_x_velocity))
- || ((dir == RIGHT) && (current_x_velocity < dest_x_velocity)))
+ else if (((dest_x_velocity <= 0.0) && (current_x_velocity > dest_x_velocity))
+ || ((dest_x_velocity > 0.0) && (current_x_velocity < dest_x_velocity)))
{
/* acceleration == walk-speed => it will take one second to get from zero
* to full speed. */
physic.set_acceleration_x (dest_x_velocity);
}
/* Check if we're going too fast */
- else if (((dir == LEFT) && (current_x_velocity < dest_x_velocity))
- || ((dir == RIGHT) && (current_x_velocity > dest_x_velocity)))
+ else if (((dest_x_velocity <= 0.0) && (current_x_velocity < dest_x_velocity))
+ || ((dest_x_velocity > 0.0) && (current_x_velocity > dest_x_velocity)))
{
/* acceleration == walk-speed => it will take one second to get twice the
* speed to normal speed. */
turn_around();
}
}
+
+ if ((dir == LEFT) && (physic.get_velocity_x () > 0.0)) {
+ dir = RIGHT;
+ set_action (walk_right_action, /* loops = */ -1);
+ }
+ else if ((dir == RIGHT) && (physic.get_velocity_x () < 0.0)) {
+ dir = LEFT;
+ set_action (walk_left_action, /* loops = */ -1);
+ }
+}
+
+void
+WalkingBadguy::active_update(float elapsed_time)
+{
+ this->active_update (elapsed_time, (dir == LEFT) ? -walk_speed : +walk_speed);
}
void
{
BadGuy::freeze();
physic.set_velocity_x(0);
- set_walk_speed (0.0);
}
void