#include "flower.h"
#include "oneup.h"
#include "star.h"
+#include "player_status.h"
#include "badguy/badguy.h"
#include "coin.h"
+#include "object_factory.h"
static const float BOUNCY_BRICK_MAX_OFFSET=8;
static const float BOUNCY_BRICK_SPEED=90;
: sprite(newsprite), bouncing(false), bounce_dir(0), bounce_offset(0)
{
bbox.set_pos(pos);
- bbox.set_size(32, 32);
+ bbox.set_size(32, 32.1);
flags |= FLAG_SOLID;
original_y = pos.y;
}
void
Block::start_bounce()
{
+ original_y = bbox.p1.y;
bouncing = true;
bounce_dir = -BOUNCY_BRICK_SPEED;
bounce_offset = 0;
}
void
-BonusBlock::hit(Player& player)
+BonusBlock::hit(Player& )
+{
+ try_open();
+}
+
+void
+BonusBlock::try_open()
{
if(sprite->get_action_name() == "empty") {
SoundManager::get()->play_sound(IDToSound(SND_BRICK));
}
Sector* sector = Sector::current();
+ Player& player = *(sector->player);
switch(data) {
case 1: // coin
Sector::current()->add_object(new BouncyCoin(get_pos()));
sprite->set_action("empty");
}
+//IMPLEMENT_FACTORY(BonusBlock, "bonusblock")
+
//---------------------------------------------------------------------------
Brick::Brick(const Vector& pos, int data)
}
void
-Brick::hit(Player& player)
+Brick::hit(Player& )
+{
+ if(sprite->get_action_name() == "empty")
+ return;
+
+ try_break(true);
+}
+
+void
+Brick::try_break(bool playerhit)
{
if(sprite->get_action_name() == "empty")
return;
SoundManager::get()->play_sound(IDToSound(SND_BRICK));
Sector* sector = Sector::current();
+ Player& player = *(sector->player);
if(coin_counter > 0) {
sector->add_object(new BouncyCoin(get_pos()));
coin_counter--;
sprite->set_action("empty");
start_bounce();
} else if(breakable) {
- if(player.size == SMALL) {
+ if(playerhit && player.size == SMALL) {
start_bounce();
return;
}
}
}
+//IMPLEMENT_FACTORY(Brick, "brick")