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35f17b8)
The position where the carried object is being held has been improved. The Owl
has been moved one layer up (to "LAYER_OBJECTS + 1") so it is in front of the
objects it holds.
SVN-Revision: 6566
)
(spawnpoint
(name "main")
)
(spawnpoint
(name "main")
#include "sprite/sprite.hpp"
#include "supertux/object_factory.hpp"
#include "supertux/sector.hpp"
#include "sprite/sprite.hpp"
#include "supertux/object_factory.hpp"
#include "supertux/sector.hpp"
+#include "object/anchor_point.hpp"
#include "object/player.hpp"
#include "object/rock.hpp"
#include "util/reader.hpp"
#include "object/player.hpp"
#include "object/rock.hpp"
#include "util/reader.hpp"
#define ACTIVATION_DISTANCE 128.0
Owl::Owl(const Reader& reader) :
#define ACTIVATION_DISTANCE 128.0
Owl::Owl(const Reader& reader) :
- BadGuy(reader, "images/creatures/owl/owl.sprite"),
- carried_obj_name("rock"),
+ BadGuy(reader, "images/creatures/owl/owl.sprite", LAYER_OBJECTS + 1),
+ carried_obj_name("bombfish"),
carried_object(NULL)
{
reader.get("carry", carried_obj_name);
carried_object(NULL)
{
reader.get("carry", carried_obj_name);
}
Owl::Owl(const Vector& pos, Direction d) :
}
Owl::Owl(const Vector& pos, Direction d) :
- BadGuy(pos, d, "images/creatures/owl/owl.sprite"),
- carried_obj_name("rock"),
+ BadGuy(pos, d, "images/creatures/owl/owl.sprite", LAYER_OBJECTS + 1),
+ carried_obj_name("bombfish"),
carried_object(NULL)
{
set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
carried_object(NULL)
{
set_action (dir == LEFT ? "left" : "right", /* loops = */ -1);
if (carried_object != NULL) {
if (!is_above_player ()) {
if (carried_object != NULL) {
if (!is_above_player ()) {
- Vector obj_pos = get_pos ();
+ Vector obj_pos = get_anchor_pos (bbox, ANCHOR_BOTTOM);
+ obj_pos.x -= 16.0; /* FIXME: Actually do use the half width of the carried object here. */
+ obj_pos.y += 3.0; /* Move a little away from the hitbox (the body). Looks nicer. */
- obj_pos.y += bbox.get_height ();
carried_object->grab (*this, obj_pos, dir);
}
else { /* if (is_above_player) */
carried_object->grab (*this, obj_pos, dir);
}
else { /* if (is_above_player) */