// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// 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
// 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.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <config.h>
#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("invisibleblock")), visible(false)
+ : Block(sprite_manager->create("images/objects/bonus_block/invisibleblock.sprite")), visible(false)
{
bbox.set_pos(pos);
- flags &= ~FLAG_SOLID;
+ 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& )
+InvisibleBlock::hit(Player& player)
{
+ sound_manager->play("sounds/brick.wav");
+
if(visible)
return;
sprite->set_action("empty");
- sound_manager->play("sounds/brick.ogg");
- start_bounce();
- flags |= FLAG_SOLID;
+ start_bounce(&player);
+ set_group(COLGROUP_STATIC);
visible = true;
}