#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;
}
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;
+ if(player) {
+ // collided from below?
+ if(hitdata.normal.x == 0 && hitdata.normal.y < 0) {
+ hit(*player);
+ }
+ }
- // collided from below?
- if(hitdata.normal.x == 0 && hitdata.normal.y < 0
- && player->get_movement().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;
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()));
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
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")