//
// SuperTux - MagicBlock
//
-// Magic Blocks are tile-like game objects that are sensitive to
+// Magic Blocks are tile-like game objects that are sensitive to
// lighting conditions. They are rendered in a color and
// will only be solid as long as light of the same color shines
// on the block.
#include "main.hpp"
namespace {
- const float MIN_INTENSITY = 0.8;
- const float ALPHA_SOLID = 0.7;
- const float ALPHA_NONSOLID = 0.3;
- const float MIN_SOLIDTIME = 1.0;
- const float SWITCH_DELAY = 0.1; /**< seconds to wait for stable conditions until switching solidity */
+ const float MIN_INTENSITY = 0.8f;
+ const float ALPHA_SOLID = 0.7f;
+ const float ALPHA_NONSOLID = 0.3f;
+ const float MIN_SOLIDTIME = 1.0f;
+ const float SWITCH_DELAY = 0.1f; /**< seconds to wait for stable conditions until switching solidity */
}
MagicBlock::MagicBlock(const lisp::Lisp& lisp)
void
MagicBlock::update(float elapsed_time)
{
- //Check if this block is on screen.
- //Don't update if not because there is no light off screen.
+ //Check if center of this block is on screen.
+ //Don't update if not, because there is no light off screen.
float screen_left = Sector::current()->camera->get_translation().x;
float screen_top = Sector::current()->camera->get_translation().y;
float screen_right = screen_left+ SCREEN_WIDTH;
float screen_bottom = screen_top + SCREEN_HEIGHT;
- if((get_bbox().p1.x > screen_right ) || ( get_bbox().p1.y > screen_bottom) ||
- ( get_bbox().p2.x < screen_left) || ( get_bbox().p2.y < screen_top)) {
+ if((center.x > screen_right ) || ( center.y > screen_bottom) ||
+ ( center.x < screen_left) || ( center.y < screen_top)) {
switch_delay = SWITCH_DELAY;
return;
}