Esempio n. 1
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. 2
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;
}