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fallfloor.cpp
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#include "fallfloor.h"
#include "spring.h"
FallFloor::FallFloor()
: Object(fall_floor)
{
}
void FallFloor::init()
{
state = 0;
delay = 0;
}
void FallFloor::update()
{
if (state == 0)
{
if (check(player, 0, -1) || check(player, -1, 0) || check(player, 1, 0))
{
break_fall_floor();
}
}
else if (state == 1)
{
delay--;
if (delay <= 0)
{
state = 2;
delay = 60;
collideable = false;
}
}
else if(state == 2)
{
delay--;
if (delay <= 0 && !check(player, 0, 0))
{
state = 0;
collideable = true;
}
}
}
void FallFloor::draw()
{
if (state == 0)
{
drawSprite(23, x, y);
}
else if (state == 1)
{
drawSprite(23 + (15 - delay) / 5, x, y);
}
}
void FallFloor::break_fall_floor()
{
if (state == 0)
{
state = 1;
delay = 15;
Object * hit = collide(spring, 0, -1);
if (hit)
{
static_cast<Spring*>(hit)->break_spring();
}
}
}