#include "object/camera.hpp"
#include "object/gameobjs.hpp"
#include "object/portable.hpp"
+#include "object/bullet.hpp"
#include "trigger/trigger_base.hpp"
#include "control/joystickkeyboardcontroller.hpp"
#include "main.hpp"
return;
}
+ // fixes the "affected even while blinking" bug
+ if (safe_timer.started() && this->get_group() != COLGROUP_MOVING_ONLY_STATIC) {
+ this->set_group(COLGROUP_MOVING_ONLY_STATIC);
+ }
+ else if (!safe_timer.started() && this->get_group() == COLGROUP_MOVING_ONLY_STATIC) {
+ this->set_group(COLGROUP_MOVING);
+ }
+
if(!controller->hold(Controller::ACTION) && grabbed_object) {
- grabbed_object = 0;
// move the grabbed object a bit away from tux
Vector pos = get_pos() +
- Vector(dir == LEFT ? -bbox.get_width() : bbox.get_width(),
+ Vector(dir == LEFT ? -bbox.get_width()-1 : bbox.get_width()+1,
bbox.get_height()*0.66666 - 32);
- MovingObject* object = dynamic_cast<MovingObject*> (grabbed_object);
- if(object) {
- object->set_pos(pos);
- } else {
+ Rect dest(pos, pos + Vector(32, 32));
+ if(Sector::current()->is_free_space(dest)) {
+ MovingObject* moving_object = dynamic_cast<MovingObject*> (grabbed_object);
+ if(moving_object) {
+ moving_object->set_pos(pos);
+ } else {
#ifdef DEBUG
- std::cout << "Non MovingObjetc grabbed?!?\n";
+ std::cout << "Non MovingObjetc grabbed?!?\n";
#endif
+ }
+ grabbed_object = 0;
}
}
HitResponse
Player::collision(GameObject& other, const CollisionHit& hit)
{
+ Bullet* bullet = dynamic_cast<Bullet*> (&other);
+ if(bullet) {
+ return FORCE_MOVE;
+ }
+
Portable* portable = dynamic_cast<Portable*> (&other);
if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
&& fabsf(hit.normal.x) > .9) {