: Block(sprite_manager->create("bonusblock"))
{
bbox.set_pos(pos);
- sprite->set_action("default");
+ sprite->set_action("normal");
switch(data) {
case 1: contents = CONTENT_COIN; break;
case 2: contents = CONTENT_FIREGROW; break;
switch(contents) {
case CONTENT_COIN:
Sector::current()->add_object(new BouncyCoin(get_pos()));
- player.get_status().incCoins();
+ player.get_status()->incCoins();
break;
case CONTENT_FIREGROW:
- if(player.size == SMALL) {
+ if(player.get_status()->bonus == NO_BONUS) {
SpecialRiser* riser = new SpecialRiser(
new GrowUp(get_pos() + Vector(0, -32)));
sector->add_object(riser);
break;
case CONTENT_ICEGROW:
- if(player.size == SMALL) {
+ if(player.get_status()->bonus == NO_BONUS) {
SpecialRiser* riser = new SpecialRiser(
new GrowUp(get_pos() + Vector(0, -32)));
sector->add_object(riser);
if(coin_counter > 0) {
sector->add_object(new BouncyCoin(get_pos()));
coin_counter--;
- player.get_status().incCoins();
+ player.get_status()->incCoins();
if(coin_counter == 0)
sprite->set_action("empty");
start_bounce();
} else if(breakable) {
- if(playerhit && player.size == SMALL) {
+ if(playerhit && !player.is_big()) {
start_bounce();
return;
}