context.draw_filled_rect( get_bbox(), color, layer);
}
+bool
+MagicBlock::collides(GameObject& /*other*/, const CollisionHit& /*hit*/)
+{
+ return is_solid;
+}
+
HitResponse
MagicBlock::collision(GameObject& /*other*/, const CollisionHit& /*hit*/)
{
- if(is_solid) {
- return SOLID;
- } else {
- return PASSTHROUGH;
- }
+ return SOLID;
}
IMPLEMENT_FACTORY(MagicBlock, "magicblock");