Player* player = dynamic_cast<Player*> (&other);
if (player) {
if (player->does_buttjump) try_break(player);
+ if (player->is_stone() && player->get_velocity().y >= 280) try_break(player); // stoneform breaks through bricks
}
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
SoundManager::current()->play("sounds/brick.wav");
Sector* sector = Sector::current();
Player& player_one = *(sector->player);
- if(coin_counter > 0) {
+ if(coin_counter > 0 && !player->is_stone()) {
sector->add_object(std::make_shared<BouncyCoin>(get_pos(), true));
coin_counter--;
player_one.get_status()->add_coins(1);