#include <config.h>
#include "kugelblitz.hpp"
-#include "sector.hpp"
#include "object/tilemap.hpp"
#include "tile.hpp"
HitResponse
Kugelblitz::collision_solid(GameObject& , const CollisionHit& chit)
{
- //TODO: Explode when Tux is hit
return hit(chit);
}
HitResponse
+Kugelblitz::collision_player(Player& player, const CollisionHit& )
+{
+ if(player.is_invincible()) {
+ explode();
+ return ABORT_MOVE;
+ }
+ // hit from above?
+ if(player.get_movement().y - get_movement().y > 0 && player.get_bbox().p2.y <
+ (get_bbox().p1.y + get_bbox().p2.y) / 2) {
+ // if it's not is it possible to squish us, then this will hurt
+ if(!collision_squished(player))
+ player.kill(Player::SHRINK);
+ explode();
+ return FORCE_MOVE;
+ }
+ player.kill(Player::SHRINK);
+ explode();
+ return FORCE_MOVE;
+}
+
+HitResponse
Kugelblitz::collision_badguy(BadGuy& other , const CollisionHit& chit)
{
- //Let the Kugelblitz explode, too?
+ //Let the Kugelblitz explode, too? The problem with that is that
+ //two Kugelblitzes would cancel each other out on contact...
other.kill_fall();
return hit(chit);
}
Kugelblitz::active_update(float elapsed_time)
{
if (lifetime.check()) {
- if (!dying) {
- sprite->set_action("pop");
- lifetime.start(0.2);
- dying = true;
- }
- else remove_me();
+ explode();
}
else {
if (groundhit_pos_set) {
}
if (Sector::current()->solids->get_tile_at(get_pos())->getAttributes() == 16) {
//HIT WATER
+ Sector::current()->add_object(new Electrifier(75,1421,1.5));
+ Sector::current()->add_object(new Electrifier(76,1422,1.5));
+ explode();
}
}
BadGuy::active_update(elapsed_time);
{
}
+void
+Kugelblitz::explode()
+{
+ if (!dying) {
+ sprite->set_action("pop");
+ lifetime.start(0.2);
+ dying = true;
+ }
+ else remove_me();
+}
+
IMPLEMENT_FACTORY(Kugelblitz, "kugelblitz")