sprite->draw(context, get_pos(), LAYER_OBJECTS);
}
-HitResponse
-InvisibleBlock::collision(GameObject& other, const CollisionHit& hit)
+bool
+InvisibleBlock::collides(GameObject& other, const CollisionHit& )
{
- if (visible) return Block::collision(other, hit);
+ if(visible)
+ return true;
// if we're not visible, only register a collision if this will make us visible
Player* player = dynamic_cast<Player*> (&other);
if ((player)
&& (player->get_movement().y <= 0)
&& (player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0)) {
- return Block::collision(other, hit);
+ return true;
}
- return PASSTHROUGH;
+ return false;
+}
+
+HitResponse
+InvisibleBlock::collision(GameObject& other, const CollisionHit& hit)
+{
+ return Block::collision(other, hit);
}
void