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::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) {
}
}
-IMPLEMENT_FACTORY(Zeekling, "zeekling");
-
/* EOF */