#include "video/drawing_context.hpp"
#include "audio/sound_manager.hpp"
#include "object_factory.hpp"
+#include "object/player.hpp"
InvisibleBlock::InvisibleBlock(const Vector& pos)
: Block(sprite_manager->create("images/objects/bonus_block/invisibleblock.sprite")), visible(false)
{
bbox.set_pos(pos);
- flags &= ~FLAG_SOLID;
- set_group(COLGROUP_MOVING);
+ sound_manager->preload("sounds/brick.wav");
sound_manager->preload("sounds/brick.wav");
}
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");
- sound_manager->play("sounds/brick.wav");
start_bounce();
- flags |= FLAG_SOLID;
set_group(COLGROUP_STATIC);
visible = true;
}