#include "video/drawing_context.hpp"
#include "lisp/lisp.hpp"
#include "gameobjs.hpp"
+#include "portable.hpp"
#include "specialriser.hpp"
#include "growup.hpp"
#include "flower.hpp"
}
}
- if(bouncing) {
+ // only interact with other objects if...
+ // 1) we are bouncing
+ // and
+ // 2) the object is not portable (either never or not currently)
+ Portable* portable = dynamic_cast<Portable*> (&other);
+ if(bouncing && (portable == 0 || (!portable->is_portable()))) {
+
+ // Badguys get killed
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
if(badguy) {
badguy->kill_fall();
}
+
+ // Coins get collected
Coin* coin = dynamic_cast<Coin*> (&other);
if(coin) {
coin->collect();
}
+
}
return SOLID;
try_open();
}
}
+ Portable* portable = dynamic_cast<Portable*> (&other);
+ if(portable) {
+ MovingObject* moving = dynamic_cast<MovingObject*> (&other);
+ if(moving->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
+ try_open();
+ }
+ }
return Block::collision(other, hit);
}
try_break(false);
}
}
+ Portable* portable = dynamic_cast<Portable*> (&other);
+ if(portable) {
+ MovingObject* moving = dynamic_cast<MovingObject*> (&other);
+ if(moving->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
+ try_break();
+ }
+ }
return Block::collision(other, hit);
}