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Changed jump behaviour: Tux will now jump even if the button was pressed (up to)...
[supertux.git]
/
src
/
object
/
magicblock.cpp
diff --git
a/src/object/magicblock.cpp
b/src/object/magicblock.cpp
index
1c7e3cc
..
99135de
100644
(file)
--- a/
src/object/magicblock.cpp
+++ b/
src/object/magicblock.cpp
@@
-2,7
+2,7
@@
//
// SuperTux - MagicBlock
//
//
// SuperTux - MagicBlock
//
-// Magic Blocks are tile-like game objects that are sensitive to
+// Magic Blocks are tile-like game objects that are sensitive to
// lighting conditions. They are rendered in a color and
// will only be solid as long as light of the same color shines
// on the block.
// lighting conditions. They are rendered in a color and
// will only be solid as long as light of the same color shines
// on the block.
@@
-42,7
+42,7
@@
namespace {
}
MagicBlock::MagicBlock(const lisp::Lisp& lisp)
}
MagicBlock::MagicBlock(const lisp::Lisp& lisp)
- : MovingSprite(lisp, "images/objects/magicblock/magicblock.sprite"),
+
: MovingSprite(lisp, "images/objects/magicblock/magicblock.sprite"),
is_solid(false), solid_time(0), switch_delay(0), light(1.0f,1.0f,1.0f)
{
set_group(COLGROUP_STATIC);
is_solid(false), solid_time(0), switch_delay(0), light(1.0f,1.0f,1.0f)
{
set_group(COLGROUP_STATIC);
@@
-73,7
+73,7
@@
MagicBlock::MagicBlock(const lisp::Lisp& lisp)
void
MagicBlock::update(float elapsed_time)
{
void
MagicBlock::update(float elapsed_time)
{
- //Check if center of this block is on screen.
+ //Check if center of this block is on screen.
//Don't update if not, because there is no light off screen.
float screen_left = Sector::current()->camera->get_translation().x;
float screen_top = Sector::current()->camera->get_translation().y;
//Don't update if not, because there is no light off screen.
float screen_left = Sector::current()->camera->get_translation().x;
float screen_top = Sector::current()->camera->get_translation().y;
@@
-144,14
+144,16
@@
MagicBlock::draw(DrawingContext& context){
context.draw_filled_rect( get_bbox(), color, layer);
}
context.draw_filled_rect( get_bbox(), color, layer);
}
+bool
+MagicBlock::collides(GameObject& /*other*/, const CollisionHit& /*hit*/)
+{
+ return is_solid;
+}
+
HitResponse
MagicBlock::collision(GameObject& /*other*/, const CollisionHit& /*hit*/)
{
HitResponse
MagicBlock::collision(GameObject& /*other*/, const CollisionHit& /*hit*/)
{
- if(is_solid) {
- return SOLID;
- } else {
- return PASSTHROUGH;
- }
+ return SOLID;
}
IMPLEMENT_FACTORY(MagicBlock, "magicblock");
}
IMPLEMENT_FACTORY(MagicBlock, "magicblock");