#include "sprite/sprite_manager.hpp"
#include "video/drawing_context.hpp"
-static const float INITIALJUMP = 400;
+static const float INITIALJUMP = -400;
static const float SPEED = 150;
-static const float JUMPSPEED = 300;
+static const float JUMPSPEED = -300;
Star::Star(const Vector& pos)
+ : MovingSprite(pos, "images/powerups/star/star.sprite", LAYER_OBJECTS, COLGROUP_MOVING)
{
- bbox.set_pos(pos);
- bbox.set_size(32, 32);
- sprite = sprite_manager->create("images/powerups/star/star.sprite");
physic.set_velocity(SPEED, INITIALJUMP);
-
- set_group(COLGROUP_MOVING);
-}
-
-Star::~Star()
-{
- delete sprite;
}
void
}
void
-Star::draw(DrawingContext& context)
+Star::collision_solid(const CollisionHit& hit)
{
- sprite->draw(context, get_pos(), LAYER_OBJECTS);
+ if(hit.bottom) {
+ physic.set_velocity_y(JUMPSPEED);
+ } else if(hit.top) {
+ physic.set_velocity_y(0);
+ } else if(hit.left || hit.right) {
+ physic.set_velocity_x(-physic.get_velocity_x());
+ }
}
HitResponse
-Star::collision(GameObject& other, const CollisionHit& hit)
+Star::collision(GameObject& other, const CollisionHit& )
{
- if(other.get_flags() & FLAG_SOLID) {
- if(hit.normal.y < -.5) { // ground
- physic.set_velocity_y(JUMPSPEED);
- } else if(hit.normal.y > .5) { // roof
- physic.set_velocity_y(0);
- } else { // bumped left or right
- physic.set_velocity_x(-physic.get_velocity_x());
- }
-
- return CONTINUE;
- }
-
Player* player = dynamic_cast<Player*> (&other);
if(player) {
player->make_invincible();