HitResponse Block::collision(GameObject& other, const CollisionHit& ) { Player* player = dynamic_cast<Player*> (&other); if(player) { if(player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) { hit(*player); } } // 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()))) { // 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; }
HitResponse Block::collision(GameObject& other, const CollisionHit& ) { Player* player = dynamic_cast<Player*> (&other); if(player) { if(player->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) { hit(*player); } } // only interact with other objects if... // 1) we are bouncing // 2) the object is not portable (either never or not currently) // 3) the object is being hit from below (baguys don't get killed for activating boxes) Portable* portable = dynamic_cast<Portable*> (&other); MovingObject* moving_object = dynamic_cast<MovingObject*> (&other); bool is_portable = ((portable != 0) && portable->is_portable()); bool hit_mo_from_below = ((moving_object == 0) || (moving_object->get_bbox().get_bottom() < (get_bbox().get_top() + SHIFT_DELTA))); if(bouncing && !is_portable && hit_mo_from_below) { // 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(); } //Eggs get jumped GrowUp* growup = dynamic_cast<GrowUp*> (&other); if(growup) { growup->do_jump(); } } return FORCE_MOVE; }
HitResponse Block::collision(GameObject& other, const CollisionHit& ) { Player* player = dynamic_cast<Player*> (&other); if(player) { if(player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) { hit(*player); } } if(bouncing) { BadGuy* badguy = dynamic_cast<BadGuy*> (&other); if(badguy) { badguy->kill_fall(); } Coin* coin = dynamic_cast<Coin*> (&other); if(coin) { coin->collect(); } } return SOLID; }