try_open();
}
+HitResponse
+BonusBlock::collision(GameObject& other, const CollisionHit& hit){
+ BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+ if(badguy) {
+ // hit contains no information for collisions with blocks.
+ // Badguy's bottom has to be below the top of the bonusblock
+ // +7 is required to slide over one tile gaps.
+ if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + 7.0) ){
+ try_open();
+ }
+ }
+ return Block::collision(other, hit);
+}
+
void
BonusBlock::try_open()
{
try_break(true);
}
+HitResponse
+Brick::collision(GameObject& other, const CollisionHit& hit){
+ BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
+ if(badguy) {
+ // hit contains no information for collisions with blocks.
+ // Badguy's bottom has to be below the top of the brick
+ // +7 is required to slide over one tile gaps.
+ if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + 7.0 ) ){
+ try_break(false);
+ }
+ }
+ return Block::collision(other, hit);
+}
+
void
Brick::try_break(bool playerhit)
{