7 #include "special/sprite.h"
8 #include "special/sprite_manager.h"
9 #include "video/drawing_context.h"
11 #include "specialriser.h"
16 #include "badguy/badguy.h"
18 #include "object_factory.h"
20 static const float BOUNCY_BRICK_MAX_OFFSET=8;
21 static const float BOUNCY_BRICK_SPEED=90;
22 static const float EPSILON = .0001;
24 Block::Block(const Vector& pos, Sprite* newsprite)
25 : sprite(newsprite), bouncing(false), bounce_dir(0), bounce_offset(0)
28 bbox.set_size(32, 32);
39 Block::collision(GameObject& other, const CollisionHit& hitdata)
41 Player* player = dynamic_cast<Player*> (&other);
43 // collided from below?
44 if(hitdata.normal.x == 0 && hitdata.normal.y < 0) {
50 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
54 Coin* coin = dynamic_cast<Coin*> (&other);
64 Block::action(float elapsed_time)
69 float offset = original_y - get_pos().y;
70 if(offset > BOUNCY_BRICK_MAX_OFFSET) {
71 bounce_dir = BOUNCY_BRICK_SPEED;
72 movement = Vector(0, bounce_dir * elapsed_time);
73 } else if(offset < BOUNCY_BRICK_SPEED * elapsed_time && bounce_dir > 0) {
74 movement = Vector(0, offset);
78 movement = Vector(0, bounce_dir * elapsed_time);
83 Block::draw(DrawingContext& context)
85 sprite->draw(context, get_pos(), LAYER_OBJECTS+1);
92 bounce_dir = -BOUNCY_BRICK_SPEED;
96 //---------------------------------------------------------------------------
98 BonusBlock::BonusBlock(const Vector& pos, int newdata)
99 : Block(pos, sprite_manager->create("bonusblock")), data(newdata)
101 sprite->set_action("default");
105 BonusBlock::hit(Player& )
111 BonusBlock::try_open()
113 if(sprite->get_action_name() == "empty") {
114 SoundManager::get()->play_sound(IDToSound(SND_BRICK));
118 Sector* sector = Sector::current();
119 Player& player = *(sector->player);
122 Sector::current()->add_object(new BouncyCoin(get_pos()));
123 player.get_status().incCoins();
126 case 2: // grow/fireflower
127 if(player.size == SMALL) {
128 SpecialRiser* riser = new SpecialRiser(
129 new GrowUp(get_pos() + Vector(0, -32)));
130 sector->add_object(riser);
132 SpecialRiser* riser = new SpecialRiser(
133 new Flower(get_pos() + Vector(0, -32), Flower::FIREFLOWER));
134 sector->add_object(riser);
136 SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
139 case 5: // grow/iceflower
140 if(player.size == SMALL) {
141 SpecialRiser* riser = new SpecialRiser(
142 new GrowUp(get_pos() + Vector(0, -32)));
143 sector->add_object(riser);
145 SpecialRiser* riser = new SpecialRiser(
146 new Flower(get_pos() + Vector(0, -32), Flower::ICEFLOWER));
147 sector->add_object(riser);
149 SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
153 sector->add_object(new Star(get_pos() + Vector(0, -32)));
157 sector->add_object(new OneUp(get_pos()));
165 sprite->set_action("empty");
168 //IMPLEMENT_FACTORY(BonusBlock, "bonusblock")
170 //---------------------------------------------------------------------------
172 Brick::Brick(const Vector& pos, int data)
173 : Block(pos, sprite_manager->create("brick")), breakable(false),
185 if(sprite->get_action_name() == "empty")
192 Brick::try_break(bool playerhit)
194 if(sprite->get_action_name() == "empty")
197 SoundManager::get()->play_sound(IDToSound(SND_BRICK));
198 Sector* sector = Sector::current();
199 Player& player = *(sector->player);
200 if(coin_counter > 0) {
201 sector->add_object(new BouncyCoin(get_pos()));
203 player.get_status().incCoins();
204 if(coin_counter == 0)
205 sprite->set_action("empty");
207 } else if(breakable) {
208 if(playerhit && player.size == SMALL) {
214 new BrokenBrick(new Sprite(*sprite), get_pos(), Vector(-100, -400)));
216 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(0, 16),
217 Vector(-150, -300)));
219 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 0),
222 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 16),
228 //IMPLEMENT_FACTORY(Brick, "brick")