#include "video/drawing_context.h"
#include "special/sprite_manager.h"
#include "player.h"
-#include "scene.h"
+#include "sector.h"
+#include "player_status.h"
+#include "gameobjs.h"
+#include "statistics.h"
+#include "object_factory.h"
Coin::Coin(const Vector& pos)
{
sprite = sprite_manager->create("coin");
}
+Coin::Coin(const lisp::Lisp& reader)
+{
+ reader.get("x", bbox.p1.x);
+ reader.get("y", bbox.p1.y);
+ bbox.set_size(32, 32);
+ sprite = sprite_manager->create("coin");
+}
+
Coin::~Coin()
{
delete sprite;
sprite->draw(context, get_pos(), LAYER_TILES);
}
+void
+Coin::collect()
+{
+ Sector::current()->player->get_status()->incCoins();
+ Sector::current()->add_object(new BouncyCoin(get_pos()));
+ global_stats.add_points(COINS_COLLECTED_STAT, 1);
+ remove_me();
+}
+
HitResponse
-Coin::collision(GameObject& other, const CollisionHit& hit)
+Coin::collision(GameObject& other, const CollisionHit& )
{
Player* player = dynamic_cast<Player*>(&other);
if(player == 0)
return ABORT_MOVE;
- player->get_status().incCoins();
- remove_me();
+ collect();
return ABORT_MOVE;
}
+IMPLEMENT_FACTORY(Coin, "coin");