#include "object/block.h"
#include "object/invisible_block.h"
#include "object/platform.h"
-#include "trigger/door.h"
#include "object/bullet.h"
#include "badguy/jumpy.h"
#include "badguy/snowball.h"
#include "badguy/mriceblock.h"
#include "badguy/mrbomb.h"
#include "badguy/dispenser.h"
+#include "badguy/spike.h"
+#include "badguy/nolok_01.h"
+#include "trigger/door.h"
#include "trigger/sequence_trigger.h"
#include "trigger/secretarea_trigger.h"
}
GameObject*
-Sector::parseObject(const std::string& name, LispReader& reader)
+Sector::parse_object(const std::string& name, LispReader& reader)
{
if(name == "background") {
background = new Background(reader);
return new MrBomb(reader);
} else if(name == "dispenser") {
return new Dispenser(reader);
+ } else if(name == "spike") {
+ return new Spike(reader);
+ } else if(name == "nolok_01") {
+ return new Nolok_01(reader);
}
#if 0
else if(badguykind_from_string(name) != BAD_INVALID) {
reader.read_float("y", sp->pos.y);
spawnpoints.push_back(sp);
} else {
- GameObject* object = parseObject(token, reader);
+ GameObject* object = parse_object(token, reader);
if(object) {
add_object(object);
}
LispReader reader(lisp_cdr(data));
- GameObject* object = parseObject(object_type, reader);
+ GameObject* object = parse_object(object_type, reader);
if(object) {
add_object(object);
} else {
if(tile->id == 112) {
add_object(new InvisibleBlock(pos));
solids->change(x, y, 0);
+ } else if(tile->id == 295) {
+ add_object(new Spike(pos, Spike::NORTH));
+ solids->change(x, y, 0);
+ } else if(tile->id == 296) {
+ add_object(new Spike(pos, Spike::EAST));
+ solids->change(x, y, 0);
+ } else if(tile->id == 297) {
+ add_object(new Spike(pos, Spike::SOUTH));
+ solids->change(x, y, 0);
+ } else if(tile->id == 298) {
+ add_object(new Spike(pos, Spike::WEST));
+ solids->change(x, y, 0);
} else if(tile->attributes & Tile::COIN) {
add_object(new Coin(pos));
solids->change(x, y, 0);
context.pop_transform();
}
+static const float DELTA = .001;
+
void
Sector::collision_tilemap(MovingObject* object, int depth)
{
return;
}
// move out of collision and try again
- object->movement += hit.normal * (hit.depth + .05);
+ object->movement += hit.normal * (hit.depth + DELTA);
collision_tilemap(object, depth+1);
}
if(response1 == ABORT_MOVE)
object1->movement = Vector(0, 0);
if(response2 == CONTINUE)
- object2->movement += hit.normal * (hit.depth + .05);
+ object2->movement += hit.normal * (hit.depth + DELTA);
} else if(response2 != CONTINUE) {
if(response2 == ABORT_MOVE)
object2->movement = Vector(0, 0);
if(response1 == CONTINUE)
- object1->movement += -hit.normal * (hit.depth + .05);
+ object1->movement += -hit.normal * (hit.depth + DELTA);
} else {
- object1->movement += -hit.normal * (hit.depth/2 + .05);
- object2->movement += hit.normal * (hit.depth/2 + .05);
+ object1->movement += -hit.normal * (hit.depth/2 + DELTA);
+ object2->movement += hit.normal * (hit.depth/2 + DELTA);
}
}
}
for(std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
GameObject* gameobject = *i;
- if(!gameobject->is_valid()
- || gameobject->get_flags() & GameObject::FLAG_NO_COLLDET)
+ if(!gameobject->is_valid())
continue;
MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
if(!movingobject)
continue;
+ if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
+ movingobject->bbox.move(movingobject->movement);
+ movingobject->movement = Vector(0, 0);
+ continue;
+ }
// collision with tilemap
if(! (movingobject->movement == Vector(0, 0)))