X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fobject%2Finvisible_block.cpp;h=1731a3954770f6eec1f1c0511b80d635b285c228;hb=657fc40723665c04b3150946f5bd66b6b0af9230;hp=19922bda5634405c16dbdfd7edca3fbb84584c0c;hpb=3863194a207a467b281a5fe6d9c394df3fad75aa;p=supertux.git diff --git a/src/object/invisible_block.cpp b/src/object/invisible_block.cpp index 19922bda5..1731a3954 100644 --- a/src/object/invisible_block.cpp +++ b/src/object/invisible_block.cpp @@ -27,13 +27,13 @@ #include "audio/sound_manager.hpp" #include "object_factory.hpp" #include "object/player.hpp" +#include "constants.hpp" InvisibleBlock::InvisibleBlock(const Vector& pos) : Block(sprite_manager->create("images/objects/bonus_block/invisibleblock.sprite")), visible(false) { bbox.set_pos(pos); sound_manager->preload("sounds/brick.wav"); - sound_manager->preload("sounds/brick.wav"); } void @@ -43,24 +43,31 @@ InvisibleBlock::draw(DrawingContext& context) sprite->draw(context, get_pos(), LAYER_OBJECTS); } -HitResponse -InvisibleBlock::collision(GameObject& other, const CollisionHit& hit) +bool +InvisibleBlock::collides(GameObject& other, const CollisionHit& ) { - if (visible) return Block::collision(other, hit); + if(visible) + return true; // if we're not visible, only register a collision if this will make us visible Player* player = dynamic_cast (&other); if ((player) && (player->get_movement().y <= 0) - && (player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0)) { - return Block::collision(other, hit); + && (player->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA)) { + return true; } - return PASSTHROUGH; + return false; +} + +HitResponse +InvisibleBlock::collision(GameObject& other, const CollisionHit& hit) +{ + return Block::collision(other, hit); } void -InvisibleBlock::hit(Player& ) +InvisibleBlock::hit(Player& player) { sound_manager->play("sounds/brick.wav"); @@ -68,7 +75,7 @@ InvisibleBlock::hit(Player& ) return; sprite->set_action("empty"); - start_bounce(); + start_bounce(&player); set_group(COLGROUP_STATIC); visible = true; }