state = STATE_FLAT;
sprite->set_action(dir == LEFT ? "flat-left" : "flat-right");
sprite->set_fps(64);
-
+
physic.set_velocity_x(0);
- physic.set_velocity_y(0);
-
+ physic.set_velocity_y(0);
+
flat_timer.start(4);
}
sprite->set_fps(64);
physic.set_velocity_x(0);
- physic.set_velocity_y(0);
-
+ physic.set_velocity_y(0);
+
// start a timer to delay addition of upward movement until we are (hopefully) out from under the player
kicked_delay_timer.start(0.05);
}
}
break;
}
-
+
}
HitResponse
sound_manager->play("sounds/stomp.wav", get_pos());
be_flat();
break;
-
+
case STATE_FLAT:
sound_manager->play("sounds/kick.wav", get_pos());
case STATE_KICKED_DELAY:
break;
-
+
}
player.bounce(*this);