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SDL: Implement lightmaps smaller than the screen size. LIGHTMAP_DIV is calculated...
[supertux.git]
/
src
/
object
/
oneup.cpp
diff --git
a/src/object/oneup.cpp
b/src/object/oneup.cpp
index
d449daf
..
322cb23
100644
(file)
--- a/
src/object/oneup.cpp
+++ b/
src/object/oneup.cpp
@@
-24,12
+24,14
@@
#include "player.hpp"
#include "player_status.hpp"
#include "sector.hpp"
#include "player.hpp"
#include "player_status.hpp"
#include "sector.hpp"
+#include "level.hpp"
+#include "statistics.hpp"
#include "video/drawing_context.hpp"
#include "video/drawing_context.hpp"
-OneUp::OneUp(const Vector& pos)
+OneUp::OneUp(const Vector& pos
, Direction direction
)
: MovingSprite(pos, "images/powerups/1up/1up.sprite", LAYER_FLOATINGOBJECTS, COLGROUP_TOUCHABLE)
{
: MovingSprite(pos, "images/powerups/1up/1up.sprite", LAYER_FLOATINGOBJECTS, COLGROUP_TOUCHABLE)
{
- physic.set_velocity(
100,
400);
+ physic.set_velocity(
(direction == LEFT)?-100:100, -
400);
}
void
}
void
@@
-38,7
+40,7
@@
OneUp::update(float elapsed_time)
if(!Sector::current()->inside(bbox))
remove_me();
if(!Sector::current()->inside(bbox))
remove_me();
- movement = physic.get_movement(elapsed_time);
+ movement = physic.get_movement(elapsed_time);
}
HitResponse
}
HitResponse
@@
-47,9
+49,12
@@
OneUp::collision(GameObject& other, const CollisionHit& )
Player* player = dynamic_cast<Player*> (&other);
if(player) {
player->get_status()->add_coins(100);
Player* player = dynamic_cast<Player*> (&other);
if(player) {
player->get_status()->add_coins(100);
+#if 0
+ // FIXME: do we want this? q.v. src/level.cpp
+ Sector::current()->get_level()->stats.coins += 100;
+#endif
remove_me();
return ABORT_MOVE;
}
return FORCE_MOVE;
}
remove_me();
return ABORT_MOVE;
}
return FORCE_MOVE;
}
-