2 // Copyright (C) 2009 Ingo Ruhnke <grumbel@gmail.com>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "object/brick.hpp"
19 #include "audio/sound_manager.hpp"
20 #include "badguy/badguy.hpp"
21 #include "object/bouncy_coin.hpp"
22 #include "object/explosion.hpp"
23 #include "object/flower.hpp"
24 #include "object/player.hpp"
25 #include "object/portable.hpp"
26 #include "sprite/sprite_manager.hpp"
27 #include "supertux/constants.hpp"
28 #include "supertux/sector.hpp"
30 Brick::Brick(const Vector& pos, int data, const std::string& spriteName)
31 : Block(sprite_manager->create(spriteName)), breakable(false),
42 Brick::hit(Player& player)
44 if(sprite->get_action() == "empty")
51 Brick::collision(GameObject& other, const CollisionHit& hit_){
53 Player* player = dynamic_cast<Player*> (&other);
55 if (player->does_buttjump) try_break(player);
58 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
60 // hit contains no information for collisions with blocks.
61 // Badguy's bottom has to be below the top of the brick
62 // SHIFT_DELTA is required to slide over one tile gaps.
63 if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + SHIFT_DELTA ) ){
67 Portable* portable = dynamic_cast<Portable*> (&other);
69 MovingObject* moving = dynamic_cast<MovingObject*> (&other);
70 if(moving->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
74 Explosion* explosion = dynamic_cast<Explosion*> (&other);
75 if(explosion && explosion->hurts()) {
78 return Block::collision(other, hit_);
82 Brick::try_break(Player* player)
84 if(sprite->get_action() == "empty")
87 sound_manager->play("sounds/brick.wav");
88 Sector* sector = Sector::current();
89 Player& player_one = *(sector->player);
90 if(coin_counter > 0) {
91 sector->add_object(new BouncyCoin(get_pos(),true));
93 player_one.get_status()->add_coins(1);
95 sprite->set_action("empty");
97 } else if(breakable) {
103 start_bounce(player);
111 //IMPLEMENT_FACTORY(Brick, "brick");