last_self_pos()
{
state = FLYING;
- speed = systemRandom.rand(130, 171);
+ speed = gameRandom.rand(130, 171);
physic.enable_gravity(false);
}
last_self_pos()
{
state = FLYING;
- speed = systemRandom.rand(130, 171);
+ speed = gameRandom.rand(130, 171);
physic.enable_gravity(false);
}
{
sprite->set_action(dir == LEFT ? "squished-left" : "squished-right");
kill_squished(object);
- kill_fall();
return true;
}
void
Zeekling::onBumpHorizontal() {
+ if (frozen)
+ {
+ physic.set_velocity_x(0);
+ return;
+ }
if (state == FLYING) {
dir = (dir == LEFT ? RIGHT : LEFT);
sprite->set_action(dir == LEFT ? "left" : "right");
void
Zeekling::onBumpVertical() {
+ if (frozen)
+ {
+ physic.set_velocity_y(0);
+ physic.set_velocity_x(0);
+ return;
+ }
if (state == FLYING) {
physic.set_velocity_y(0);
} else
void
Zeekling::collision_solid(const CollisionHit& hit)
{
+ if(sprite->get_action() == "squished-left" ||
+ sprite->get_action() == "squished-right")
+ {
+ return;
+ }
+
if(hit.top || hit.bottom) {
onBumpVertical();
} else if(hit.left || hit.right) {
*/
bool
Zeekling::should_we_dive() {
+ if (frozen)
+ return false;
const MovingObject* player = this->get_nearest_player();
if (player && last_player && (player == last_player)) {
}
}
-IMPLEMENT_FACTORY(Zeekling, "zeekling");
+void
+Zeekling::freeze()
+{
+ BadGuy::freeze();
+ physic.enable_gravity(true);
+}
+
+void
+Zeekling::unfreeze()
+{
+ BadGuy::unfreeze();
+ physic.enable_gravity(false);
+ state = FLYING;
+ initialize();
+}
+
+bool
+Zeekling::is_freezable() const
+{
+ return true;
+}
/* EOF */