state = STATE_KICKED_DELAY;
sprite->set_action(dir == LEFT ? "flat-left" : "flat-right", 1);
- physic.set_velocity_x(0);
+ physic.set_velocity_x(dir == LEFT ? -SNAIL_KICK_SPEED : SNAIL_KICK_SPEED);
physic.set_velocity_y(0);
// start a timer to delay addition of upward movement until we are (hopefully) out from under the player
return ABORT_MOVE;
}
+HitResponse
+Snail::collision_player(Player& player, const CollisionHit& hit)
+{
+ // handle kicks from left or right side
+ if(state == STATE_FLAT && (hit.left || hit.right)) {
+ if(hit.left) {
+ dir = RIGHT;
+ } else if(hit.right) {
+ dir = LEFT;
+ }
+ player.kick();
+ be_kicked();
+ return FORCE_MOVE;
+ }
+
+ return BadGuy::collision_player(player, hit);
+}
+
bool
Snail::collision_squished(GameObject& object)
{
case STATE_KICKED:
case STATE_NORMAL:
- {
+
+ // Can't stomp in midair
+ if(!on_ground())
+ break;
+
squishcount++;
if (squishcount >= MAX_SNAIL_SQUISHES) {
kill_fall();
return true;
}
- }
-
- sound_manager->play("sounds/stomp.wav", get_pos());
- be_flat();
- break;
+ sound_manager->play("sounds/stomp.wav", get_pos());
+ be_flat();
+ break;
case STATE_FLAT:
sound_manager->play("sounds/kick.wav", get_pos());