friend class FlipLevelTransformer;
virtual void hit(Player& player) = 0;
- void start_bounce();
+ void start_bounce(GameObject* hitter);
+ void start_break(GameObject* hitter);
+ void break_me();
Sprite* sprite;
bool bouncing;
+ bool breaking;
float bounce_dir;
float bounce_offset;
float original_y;
BonusBlock(const Vector& pos, int data);
BonusBlock(const lisp::Lisp& lisp);
virtual ~BonusBlock();
+ HitResponse collision(GameObject& other, const CollisionHit& hit);
void try_open();
-protected:
- virtual void hit(Player& player);
-
-private:
enum Contents {
CONTENT_COIN,
CONTENT_FIREGROW,
};
Contents contents;
+protected:
+ virtual void hit(Player& player);
+
+private:
MovingObject* object;
};
public:
Brick(const Vector& pos, int data);
- void try_break(bool playerhit = false);
+ void try_break(Player* player = false);
+ HitResponse collision(GameObject& other, const CollisionHit& hit);
protected:
virtual void hit(Player& player);
};
#endif
-