#include "audio/sound_manager.hpp"
#include "badguy/badguy.hpp"
-#include "lisp/list_iterator.hpp"
-#include "object/broken_brick.hpp"
-#include "object/coin.hpp"
-#include "object/flower.hpp"
#include "object/bouncy_coin.hpp"
-#include "object/growup.hpp"
-#include "object/oneup.hpp"
+#include "object/explosion.hpp"
+#include "object/flower.hpp"
#include "object/player.hpp"
#include "object/portable.hpp"
-#include "object/specialriser.hpp"
-#include "object/star.hpp"
#include "sprite/sprite_manager.hpp"
#include "supertux/constants.hpp"
-#include "supertux/level.hpp"
-#include "supertux/object_factory.hpp"
#include "supertux/sector.hpp"
-Brick::Brick(const Vector& pos, int data)
- : Block(sprite_manager->create("images/objects/bonus_block/brick.sprite")), breakable(false),
+Brick::Brick(const Vector& pos, int data, const std::string& spriteName)
+ : Block(sprite_manager->create(spriteName)), breakable(false),
coin_counter(0)
{
bbox.set_pos(pos);
Player* player = dynamic_cast<Player*> (&other);
if (player) {
- if (player->does_buttjump) try_break();
+ if (player->does_buttjump) try_break(player);
}
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
// Badguy's bottom has to be below the top of the brick
// SHIFT_DELTA is required to slide over one tile gaps.
if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + SHIFT_DELTA ) ){
- try_break();
+ try_break(player);
}
}
Portable* portable = dynamic_cast<Portable*> (&other);
if(portable) {
MovingObject* moving = dynamic_cast<MovingObject*> (&other);
if(moving->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
- try_break();
+ try_break(player);
}
}
+ Explosion* explosion = dynamic_cast<Explosion*> (&other);
+ if(explosion && explosion->hurts()) {
+ try_break(player);
+ }
return Block::collision(other, hit);
}