#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;
}
}
}
}
+void
+Player::collision_tile(uint32_t tile_attributes)
+{
+ if(tile_attributes & Tile::HURTS)
+ kill(SHRINK);
+}
+
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) {
}
if(other.get_flags() & FLAG_SOLID) {
- TileMap* tilemap = dynamic_cast<TileMap*> (&other);
- if(tilemap) {
- const TilemapCollisionHit* thit =
- static_cast<const TilemapCollisionHit*> (&hit);
- if(thit->tileflags & Tile::SPIKE)
- kill(SHRINK);
-
- if(! (thit->tileflags & Tile::SOLID))
- return FORCE_MOVE;
- }
-
if(hit.normal.y < 0) { // landed on floor?
- if (physic.get_velocity_y() < 0)
+ if(physic.get_velocity_y() < 0)
physic.set_velocity_y(0);
on_ground_flag = true;
} else if(hit.normal.y > 0) { // bumped against the roof
if(trigger) {
if(controller->pressed(Controller::UP))
trigger->event(*this, TriggerBase::EVENT_ACTIVATE);
+
+ return FORCE_MOVE;
}
- return FORCE_MOVE;
+ MovingObject* moving_object = static_cast<MovingObject*> (&other);
+ if(moving_object->get_group() == COLGROUP_TOUCHABLE)
+ return FORCE_MOVE;
+
+ if(is_invincible())
+ return FORCE_MOVE;
+
+ return CONTINUE;
}
void
player_status->bonus = NO_BONUS;
dying = true;
dying_timer.start(3.0);
- flags |= FLAG_NO_COLLDET;
+ set_group(COLGROUP_DISABLED);
}
}