7 #include "special/sprite.h"
8 #include "special/sprite_manager.h"
9 #include "video/drawing_context.h"
11 #include "specialriser.h"
17 static const float BOUNCY_BRICK_MAX_OFFSET=8;
18 static const float BOUNCY_BRICK_SPEED=90;
19 static const float EPSILON = .0001;
21 Block::Block(const Vector& pos, Sprite* newsprite)
22 : sprite(newsprite), bouncing(false), bounce_dir(0), bounce_offset(0)
25 bbox.set_size(32, 32);
36 Block::collision(GameObject& other, const CollisionHit& hitdata)
41 // TODO kill badguys when bumping them...
43 Player* player = dynamic_cast<Player*> (&other);
47 // collided from below?
48 if(hitdata.normal.x == 0 && hitdata.normal.y < 0
49 && player->get_movement().y < 0) {
57 Block::action(float elapsed_time)
62 float offset = original_y - get_pos().y;
63 if(offset > BOUNCY_BRICK_MAX_OFFSET) {
65 movement = Vector(0, bounce_dir * elapsed_time);
66 } else if(offset < -EPSILON) {
67 movement = Vector(0, offset);
71 movement = Vector(0, bounce_dir * elapsed_time);
76 Block::draw(DrawingContext& context)
78 sprite->draw(context, get_pos(), LAYER_OBJECTS+1);
85 bounce_dir = -BOUNCY_BRICK_SPEED;
89 //---------------------------------------------------------------------------
91 BonusBlock::BonusBlock(const Vector& pos, int newdata)
92 : Block(pos, sprite_manager->create("bonusblock")), data(newdata)
94 sprite->set_action("default");
98 BonusBlock::hit(Player& player)
100 if(sprite->get_action_name() == "empty") {
101 SoundManager::get()->play_sound(IDToSound(SND_BRICK));
105 Sector* sector = Sector::current();
108 Sector::current()->add_object(new BouncyCoin(get_pos()));
109 player.get_status().incCoins();
112 case 2: // grow/fireflower
113 if(player.size == SMALL) {
114 SpecialRiser* riser = new SpecialRiser(
115 new GrowUp(get_pos() + Vector(0, -32)));
116 sector->add_object(riser);
118 SpecialRiser* riser = new SpecialRiser(
119 new Flower(get_pos() + Vector(0, -32), Flower::FIREFLOWER));
120 sector->add_object(riser);
122 SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
125 case 5: // grow/iceflower
126 if(player.size == SMALL) {
127 SpecialRiser* riser = new SpecialRiser(
128 new GrowUp(get_pos() + Vector(0, -32)));
129 sector->add_object(riser);
131 SpecialRiser* riser = new SpecialRiser(
132 new Flower(get_pos() + Vector(0, -32), Flower::ICEFLOWER));
133 sector->add_object(riser);
135 SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
139 sector->add_object(new Star(get_pos()));
143 sector->add_object(new OneUp(get_pos()));
151 sprite->set_action("empty");
154 //---------------------------------------------------------------------------
156 Brick::Brick(const Vector& pos, int data)
157 : Block(pos, sprite_manager->create("brick")), breakable(false),
167 Brick::hit(Player& player)
169 if(sprite->get_action_name() == "empty")
172 SoundManager::get()->play_sound(IDToSound(SND_BRICK));
173 Sector* sector = Sector::current();
174 if(coin_counter > 0) {
175 sector->add_object(new BouncyCoin(get_pos()));
177 player.get_status().incCoins();
178 if(coin_counter == 0)
179 sprite->set_action("empty");
181 } else if(breakable) {
182 if(player.size == SMALL) {
188 new BrokenBrick(new Sprite(*sprite), get_pos(), Vector(-100, -400)));
190 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(0, 16),
191 Vector(-150, -300)));
193 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 0),
196 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 16),