grabbed(),
last_movement()
{
- sound_manager->preload(ROCK_SOUND);
+ SoundManager::current()->preload(ROCK_SOUND);
on_ground = false;
grabbed = false;
set_group(COLGROUP_MOVING_STATIC);
grabbed(),
last_movement()
{
- sound_manager->preload(ROCK_SOUND);
+ SoundManager::current()->preload(ROCK_SOUND);
on_ground = false;
grabbed = false;
set_group(COLGROUP_MOVING_STATIC);
grabbed(),
last_movement()
{
- sound_manager->preload(ROCK_SOUND);
+ SoundManager::current()->preload(ROCK_SOUND);
on_ground = false;
grabbed = false;
set_group(COLGROUP_MOVING_STATIC);
physic.set_velocity(0, 0);
if(hit.bottom && !on_ground && !grabbed) {
- sound_manager->play(ROCK_SOUND, get_pos());
+ SoundManager::current()->play(ROCK_SOUND, get_pos());
on_ground = true;
}
}
Rock::collision(GameObject& other, const CollisionHit& hit)
{
if(grabbed) {
- return PASSTHROUGH;
+ return ABORT_MOVE;
}
if(!on_ground) {
if(hit.bottom && physic.get_velocity_y() > 200) {
{
movement = pos - get_pos();
last_movement = movement;
- set_group(COLGROUP_TOUCHABLE);
+ set_group(COLGROUP_TOUCHABLE); //needed for lanterns catching willowisps
on_ground = false;
grabbed = true;
}
grabbed = false;
}
-IMPLEMENT_FACTORY(Rock, "rock");
/* EOF */