Esempio n. 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_);
}
Esempio n. 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_);
}
Esempio n. 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);
}
Esempio n. 4
0
HitResponse
BadGuy::collision(GameObject& other, const CollisionHit& hit)
{
  if (!is_active()) return ABORT_MOVE;

  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
  if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {

    /* Badguys don't let badguys squish other badguys. It's bad. */
#if 0
    // hit from above?
    if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
      if(collision_squished(*badguy)) {
        return ABORT_MOVE;
      }
    }
#endif

    return collision_badguy(*badguy, hit);
  }

  Player* player = dynamic_cast<Player*> (&other);
  if(player) {

    // hit from above?
    if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
      if(player->is_stone()) {
        kill_fall();
        return FORCE_MOVE;
      }
      if(collision_squished(*player)) {
        return FORCE_MOVE;
      }
    }

    if(player->is_stone()) {
      collision_solid(hit);
      return FORCE_MOVE;
    }

    return collision_player(*player, hit);
  }

  Bullet* bullet = dynamic_cast<Bullet*> (&other);
  if(bullet)
    return collision_bullet(*bullet, hit);

  return FORCE_MOVE;
}
Esempio n. 5
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);
}
Esempio n. 6
0
HitResponse
BadGuy::collision(GameObject& other, const CollisionHit& hit)
{
  if (!is_active()) return ABORT_MOVE;

  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
  if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {

    // hit from above?
    if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
      if(collision_squished(*badguy)) {
        return ABORT_MOVE;
      }
    }

    return collision_badguy(*badguy, hit);
  }

  Player* player = dynamic_cast<Player*> (&other);
  if(player) {

    // hit from above?
    if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
      if(collision_squished(*player)) {
        return FORCE_MOVE;
      }
    }

    return collision_player(*player, hit);
  }

  Bullet* bullet = dynamic_cast<Bullet*> (&other);
  if(bullet)
    return collision_bullet(*bullet, hit);

  return FORCE_MOVE;
}