#include "flower.h"
#include "oneup.h"
#include "star.h"
+#include "badguy/badguy.h"
+#include "coin.h"
static const float BOUNCY_BRICK_MAX_OFFSET=8;
static const float BOUNCY_BRICK_SPEED=90;
HitResponse
Block::collision(GameObject& other, const CollisionHit& hitdata)
{
- if(bouncing)
- return FORCE_MOVE;
-
- // TODO kill badguys when bumping them...
-
Player* player = dynamic_cast<Player*> (&other);
- if(!player)
- return ABORT_MOVE;
-
- // collided from below?
- if(hitdata.normal.x == 0 && hitdata.normal.y < 0
- && player->get_movement().y < 0) {
- printf("hit.\n");
- hit(*player);
+ if(player) {
+ // collided from below?
+ if(hitdata.normal.x == 0 && hitdata.normal.y < 0) {
+ hit(*player);
+ }
+ }
+
+ if(bouncing) {
+ BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+ if(badguy) {
+ badguy->kill_fall();
+ }
+ Coin* coin = dynamic_cast<Coin*> (&other);
+ if(coin) {
+ coin->collect();
+ }
}
- return ABORT_MOVE;
+ return FORCE_MOVE;
}
void
float offset = original_y - get_pos().y;
if(offset > BOUNCY_BRICK_MAX_OFFSET) {
- bounce_dir *= -1;
+ bounce_dir = BOUNCY_BRICK_SPEED;
movement = Vector(0, bounce_dir * elapsed_time);
- } else if(offset < -EPSILON) {
+ } else if(offset < BOUNCY_BRICK_SPEED * elapsed_time && bounce_dir > 0) {
movement = Vector(0, offset);
bounce_dir = 0;
bouncing = false;
break;
case 3: // star
- sector->add_object(new Star(get_pos()));
+ sector->add_object(new Star(get_pos() + Vector(0, -32)));
break;
case 4: // 1up