update_on_ground_flag(hit);
- if (hit.top || hit.bottom) {
+ if (hit.top || hit.bottom) {
physic.set_velocity_y(0);
}
- if ((hit.left && dir == LEFT) || (hit.right && dir == RIGHT)) {
+ if ((hit.left && dir == LEFT) || (hit.right && dir == RIGHT)) {
turn_around();
}
WalkingBadguy::collision_badguy(BadGuy& , const CollisionHit& hit)
{
- if ((hit.left && (dir == LEFT)) || (hit.right && (dir == RIGHT))) {
+ if ((hit.left && (dir == LEFT)) || (hit.right && (dir == RIGHT))) {
turn_around();
}
sprite->set_action(dir == LEFT ? walk_left_action : walk_right_action);
physic.set_velocity_x(dir == LEFT ? -walk_speed : walk_speed);
}
-