void Zeekling::collision_solid(const CollisionHit& hit) { if(hit.top || hit.bottom) { onBumpVertical(); } else if(hit.left || hit.right) { onBumpHorizontal(); } }
HitResponse Zeekling::collision_solid(GameObject& , const CollisionHit& hit) { if(fabsf(hit.normal.y) > .5) { onBumpVertical(); } else { onBumpHorizontal(); } return CONTINUE; }
void Zeekling::collision_solid(const CollisionHit& hit) { if(sprite->get_action() == "squished-left" || sprite->get_action() == "squished-right") { return; } if(hit.top || hit.bottom) { onBumpVertical(); } else if(hit.left || hit.right) { onBumpHorizontal(); } }