bbox.set_size(32, 32.1);
set_group(COLGROUP_STATIC);
flags |= FLAG_SOLID;
+ sound_manager->preload("sounds/upgrade.wav");
+ sound_manager->preload("sounds/brick.wav");
}
Block::~Block()
}
HitResponse
-Block::collision(GameObject& other, const CollisionHit& hitdata)
+Block::collision(GameObject& other, const CollisionHit& )
{
Player* player = dynamic_cast<Player*> (&other);
if(player) {
- // collided from below?
- if(hitdata.normal.x == 0 && hitdata.normal.y < 0) {
+ if(player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
hit(*player);
}
}
}
}
- return FORCE_MOVE;
+ return SOLID;
}
void
try_open();
}
+HitResponse
+BonusBlock::collision(GameObject& other, const CollisionHit& hit){
+ BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+ if(badguy) {
+ // if( badguy->can_break() && (hit.left||hit.right||hit.bottom) ){ //TODO: find out why hit contains no information and fix it
+ if( badguy->can_break() && ( badguy->get_pos().y > get_pos().y ) ){
+ try_open();
+ }
+ }
+ return Block::collision(other, hit);
+}
+
void
BonusBlock::try_open()
{
- if(sprite->get_action_name() == "empty") {
+ if(sprite->get_action() == "empty") {
sound_manager->play("sounds/brick.wav");
return;
}
sector->add_object(riser);
} else {
SpecialRiser* riser = new SpecialRiser(
- get_pos(), new Flower(Flower::FIREFLOWER));
+ get_pos(), new Flower(FIRE_BONUS));
sector->add_object(riser);
}
sound_manager->play("sounds/upgrade.wav");
sector->add_object(riser);
} else {
SpecialRiser* riser = new SpecialRiser(
- get_pos(), new Flower(Flower::ICEFLOWER));
+ get_pos(), new Flower(ICE_BONUS));
sector->add_object(riser);
}
sound_manager->play("sounds/upgrade.wav");
sector->add_object(riser);
sound_manager->play("sounds/upgrade.wav");
break;
-
- //default:
- //assert(false);
}
start_bounce();
void
Brick::hit(Player& )
{
- if(sprite->get_action_name() == "empty")
+ if(sprite->get_action() == "empty")
return;
try_break(true);
}
+HitResponse
+Brick::collision(GameObject& other, const CollisionHit& hit){
+ BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+ if(badguy) {
+ // if( badguy->can_break() && (hit.left||hit.right||hit.bottom) ){ //TODO: find out why hit contains no information and fix it
+ if( badguy->can_break() && ( badguy->get_pos().y > get_pos().y ) ){
+ try_break(false);
+ }
+ }
+ return Block::collision(other, hit);
+}
+
void
Brick::try_break(bool playerhit)
{
- if(sprite->get_action_name() == "empty")
+ if(sprite->get_action() == "empty")
return;
sound_manager->play("sounds/brick.wav");