// give Feedback
sound_manager->play("sounds/mr_tree.ogg", get_pos());
player.bounce(*this);
-
+
// spawn some particles
// TODO: provide convenience function in MovingSprite or MovingObject?
for (int px = (int)stumpy->get_bbox().p1.x; px < (int)stumpy->get_bbox().p2.x; px+=10) {
// spawn PoisonIvy
Vector leaf1_pos = Vector(stumpy_pos.x - POISONIVY_WIDTH - 1, stumpy_pos.y - POISONIVY_Y_OFFSET);
Rect leaf1_bbox = Rect(leaf1_pos.x, leaf1_pos.y, leaf1_pos.x + POISONIVY_WIDTH, leaf1_pos.y + POISONIVY_HEIGHT);
- if (Sector::current()->is_free_space(leaf1_bbox)) {
+ if (Sector::current()->is_free_of_movingstatics(leaf1_bbox, this)) {
PoisonIvy* leaf1 = new PoisonIvy(leaf1_bbox.p1, LEFT);
leaf1 = leaf1;
Sector::current()->add_object(leaf1);
}
-
+
// spawn PoisonIvy
Vector leaf2_pos = Vector(stumpy_pos.x + sprite->get_current_hitbox_width() + 1, stumpy_pos.y - POISONIVY_Y_OFFSET);
Rect leaf2_bbox = Rect(leaf2_pos.x, leaf2_pos.y, leaf2_pos.x + POISONIVY_WIDTH, leaf2_pos.y + POISONIVY_HEIGHT);
- if (Sector::current()->is_free_space(leaf2_bbox)) {
+ if (Sector::current()->is_free_of_movingstatics(leaf2_bbox, this)) {
PoisonIvy* leaf2 = new PoisonIvy(leaf2_bbox.p1, RIGHT);
leaf2 = leaf2;
Sector::current()->add_object(leaf2);
}
IMPLEMENT_FACTORY(MrTree, "mrtree")
-