walker->path = &*path;
}
-//TODO: Squish Tux when standing between platform and solid tile/object
-// Improve collision handling
-// Move all MovingObjects lying on the platform instead of only the player
HitResponse
-Platform::collision(GameObject& other, const CollisionHit& hit)
+Platform::collision(GameObject& , const CollisionHit& )
{
- if (typeid(other) == typeid(Player)) {
- if (hit.normal.y >= 0.9) {
- //Tux is standing on the platform
- //Player* player = (Player*) &other;
- //player->add_velocity(speed * 1.5);
- return PASS_MOVEMENT;
- }
- }
- if(other.get_flags() & FLAG_SOLID) {
- //Collision with a solid tile
- return ABORT_MOVE;
- }
return FORCE_MOVE;
}
void
Platform::update(float elapsed_time)
{
- movement = walker->advance(elapsed_time);
+ movement = walker->advance(elapsed_time) - get_pos();
speed = movement / elapsed_time;
}