}
void
-Upgrade::collision(void* p_c_object, int c_object)
+Upgrade::bump(Player* )
+{
+ // these can't be bumped
+ if(kind != UPGRADE_GROWUP)
+ return;
+
+ play_sound(sounds[SND_BUMP_UPGRADE], SOUND_CENTER_SPEAKER);
+
+ // do a little jump and change direction
+ physic.set_velocity(-physic.get_velocity_x(), 3);
+ dir = dir == LEFT ? RIGHT : LEFT;
+ physic.enable_gravity(true);
+}
+
+void
+Upgrade::collision(void* p_c_object, int c_object, CollisionType type)
{
Player* pplayer = NULL;
+ if(type == COLLISION_BUMP) {
+ if(c_object == CO_PLAYER)
+ pplayer = (Player*) p_c_object;
+ bump(pplayer);
+ return;
+ }
+
switch (c_object)
{
case CO_PLAYER:
void init(float x, float y, Direction dir, UpgradeKind kind);
void action(double frame_ratio);
void draw();
- void collision(void* p_c_object, int c_object);
+ void collision(void* p_c_object, int c_object, CollisionType type);
private:
/** removes the Upgrade from the global upgrade list. Note that after this
* anymore then
*/
void remove_me();
+
+ void bump(Player* player);
};
class Bullet
{
// We have detected a collision and now call the collision
// functions of the collided objects.
- upgrades[i].collision(&tux, CO_PLAYER);
+ upgrades[i].collision(&tux, CO_PLAYER, COLLISION_NORMAL);
}
}
}
upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
{
- upgrades[i].base.xm = -upgrades[i].base.xm;
- upgrades[i].base.ym = -8;
- play_sound(sounds[SND_BUMP_UPGRADE], SOUND_CENTER_SPEAKER);
+ upgrades[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);
}
}
}