Example #1
0
HitResponse
BonusBlock::collision(GameObject& other, const CollisionHit& hit_){

  Player* player = dynamic_cast<Player*> (&other);
  if (player) {
    if (player->does_buttjump)
      try_drop(player);
  }

  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
  if(badguy) {
    // hit contains no information for collisions with blocks.
    // Badguy's bottom has to be below the top of the block
    // SHIFT_DELTA is required to slide over one tile gaps.
    if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > bbox.get_top() + SHIFT_DELTA ) ){
      try_open(player);
    }
  }
  Portable* portable = dynamic_cast<Portable*> (&other);
  if(portable) {
    MovingObject* moving = dynamic_cast<MovingObject*> (&other);
    if(moving->get_bbox().get_top() > bbox.get_bottom() - SHIFT_DELTA) {
      try_open(player);
    }
  }
  return Block::collision(other, hit_);
}
Example #2
0
HitResponse
Brick::collision(GameObject& other, const CollisionHit& hit_){

  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);
  if(badguy) {
    // hit contains no information for collisions with blocks.
    // Badguy's bottom has to be below the top of the brick
    // SHIFT_DELTA is required to slide over one tile gaps.
    if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > bbox.get_top() + SHIFT_DELTA ) ){
      try_break(player);
    }
  }
  Portable* portable = dynamic_cast<Portable*> (&other);
  if(portable) {
    MovingObject* moving = dynamic_cast<MovingObject*> (&other);
    if(moving->get_bbox().get_top() > bbox.get_bottom() - SHIFT_DELTA) {
      try_break(player);
    }
  }
  Explosion* explosion = dynamic_cast<Explosion*> (&other);
  if(explosion && explosion->hurts()) {
    try_break(player);
  }
  IceCrusher* icecrusher = dynamic_cast<IceCrusher*> (&other);
  if(icecrusher && coin_counter == 0)
    try_break(player);
  return Block::collision(other, hit_);
}
Example #3
0
HitResponse
Brick::collision(GameObject& other, const CollisionHit& hit){
    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
    if(badguy) {
      // hit contains no information for collisions with blocks.
      // Badguy's bottom has to be below the top of the brick
      // +7 is required to slide over one tile gaps.
      if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + 7.0 ) ){
        try_break(false);
      }
    }
   return Block::collision(other, hit);
}
Example #4
0
HitResponse
BonusBlock::collision(GameObject& other, const CollisionHit& hit){
    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
    if(badguy) {
      // hit contains no information for collisions with blocks.
      // Badguy's bottom has to be below the top of the bonusblock
      // +7 is required to slide over one tile gaps.
      if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + 7.0) ){
        try_open();
      }
    }
    Portable* portable = dynamic_cast<Portable*> (&other);
    if(portable) {
      MovingObject* moving = dynamic_cast<MovingObject*> (&other);
      if(moving->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
        try_open();
      }
    }
    return Block::collision(other, hit);
}