fix cr/lfs and remove trailing whitespaces...
[supertux.git] / src / object / star.cpp
index e6ef934..316f572 100644 (file)
@@ -30,10 +30,10 @@ static const float INITIALJUMP = -400;
 static const float SPEED = 150;
 static const float JUMPSPEED = -300;
 
-Star::Star(const Vector& pos)
+Star::Star(const Vector& pos, Direction direction)
        : MovingSprite(pos, "images/powerups/star/star.sprite", LAYER_OBJECTS, COLGROUP_MOVING)
 {
-  physic.set_velocity(SPEED, INITIALJUMP);
+  physic.set_velocity((direction == LEFT) ? -SPEED : SPEED, INITIALJUMP);
 }
 
 void
@@ -42,21 +42,21 @@ Star::update(float elapsed_time)
   movement = physic.get_movement(elapsed_time);
 }
 
-HitResponse
-Star::collision(GameObject& other, const CollisionHit& hit)
+void
+Star::collision_solid(const CollisionHit& hit)
 {
-  if(other.get_flags() & FLAG_SOLID) {
-    if(hit.normal.y < -.5) { // ground
-      physic.set_velocity_y(JUMPSPEED);
-    } else if(hit.normal.y > .5) { // roof
-      physic.set_velocity_y(0);
-    } else { // bumped left or right
-      physic.set_velocity_x(-physic.get_velocity_x());
-    }
-
-    return CONTINUE;
+  if(hit.bottom) {
+    physic.set_velocity_y(JUMPSPEED);
+  } else if(hit.top) {
+    physic.set_velocity_y(0);
+  } else if(hit.left || hit.right) {
+    physic.set_velocity_x(-physic.get_velocity_x());
   }
-  
+}
+
+HitResponse
+Star::collision(GameObject& other, const CollisionHit& )
+{
   Player* player = dynamic_cast<Player*> (&other);
   if(player) {
     player->make_invincible();
@@ -66,4 +66,3 @@ Star::collision(GameObject& other, const CollisionHit& hit)
 
   return FORCE_MOVE;
 }
-