CBlock::BlockType CPhysics::getBlockType(CVec &vec) { CBlock* b; b= m_pGame->getBlock(vec.toBlockKoord()); if (b != NULL) //vec existiert tats�chlich! return b->getBlockType(); else return CBlock::NORMAL; }
void CAA_DragonFire::update() { if (getLastCollisionX().bIsCollision) { CBlockKoord blockKoord; CVec vec = CVec( getRect().x+(m_bOrientation == OLEFT ? -3.0f : getRect().w+3.0f), //x getRect().y + 50.0f); //y blockKoord = vec.toBlockKoord(); CBlock * pOldBlock = m_pGame->getBlock(blockKoord); if ((pOldBlock != NULL) && (pOldBlock->getBlockType() != CBlock::AIR)) { m_pGame->BuildBlock(blockKoord, CBlock::AIR, m_WormID, m_TeamID); } //TODO: save map in xml... } }