+// $Id$
+//
+// SuperTux
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
#include <config.h>
-#include "invisible_block.h"
-#include "resources.h"
-#include "special/sprite.h"
-#include "special/sprite_manager.h"
-#include "video/drawing_context.h"
+#include "invisible_block.hpp"
+#include "resources.hpp"
+#include "sprite/sprite.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "video/drawing_context.hpp"
+#include "audio/sound_manager.hpp"
+#include "object_factory.hpp"
+#include "object/player.hpp"
InvisibleBlock::InvisibleBlock(const Vector& pos)
- : Block(pos, sprite_manager->create("invisibleblock")), visible(false)
+ : Block(sprite_manager->create("images/objects/bonus_block/invisibleblock.sprite")), visible(false)
{
- flags &= ~FLAG_SOLID;
+ bbox.set_pos(pos);
+ sound_manager->preload("sounds/brick.wav");
+ sound_manager->preload("sounds/brick.wav");
}
void
sprite->draw(context, get_pos(), LAYER_OBJECTS);
}
+bool
+InvisibleBlock::collides(GameObject& other, const CollisionHit& )
+{
+ 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 true;
+ }
+
+ return false;
+}
+
+HitResponse
+InvisibleBlock::collision(GameObject& other, const CollisionHit& hit)
+{
+ return Block::collision(other, hit);
+}
+
void
InvisibleBlock::hit(Player& )
{
+ sound_manager->play("sounds/brick.wav");
+
if(visible)
return;
sprite->set_action("empty");
- SoundManager::get()->play_sound(IDToSound(SND_BRICK));
start_bounce();
- flags |= FLAG_SOLID;
+ set_group(COLGROUP_STATIC);
visible = true;
}
+//IMPLEMENT_FACTORY(InvisibleBlock, "invisible_block");