}
}
+ // only interact with other objects if...
+ // 1) we are bouncing
+ // and
+ // 2) the object is not portable (either never or not currently)
Portable* portable = dynamic_cast<Portable*> (&other);
- if(bouncing && (portable == 0 || portable->is_portable())) {
+ if(bouncing && (portable == 0 || (!portable->is_portable()))) {
+
+ // Badguys get killed
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
if(badguy) {
badguy->kill_fall();
}
+
+ // Coins get collected
Coin* coin = dynamic_cast<Coin*> (&other);
if(coin) {
coin->collect();
}
+
}
return SOLID;