static const float X_OFFSCREEN_DISTANCE = 1280;
static const float Y_OFFSCREEN_DISTANCE = 800;
-static const int LAYER_FALLING = 500;
BadGuy::BadGuy(const Vector& pos, const std::string& sprite_name_, int layer_) :
MovingSprite(pos, sprite_name_, layer_, COLGROUP_DISABLED),
// hit from above?
if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
+ if(player->is_stone()) {
+ kill_fall();
+ return FORCE_MOVE;
+ }
if(collision_squished(*player)) {
return FORCE_MOVE;
}
}
+ if(player->is_stone()) {
+ collision_solid(hit);
+ return FORCE_MOVE;
+ }
+
return collision_player(*player, hit);
}
physic.set_acceleration_y(0);
physic.enable_gravity(true);
set_state(STATE_FALLING);
- layer = LAYER_FALLING;
+
+ // Set the badguy layer to be the foremost, so that
+ // this does not reveal secret tilemaps:
+ layer = Sector::current()->get_foremost_layer() + 1;
// start dead-script
run_dead_script();