Exemplo n.º 1
0
HitResponse
Toad::collision_badguy(BadGuy& , const CollisionHit& hit)
{
  // behaviour for badguy collisions is the same as for collisions with solids
  collision_solid(hit);

  return CONTINUE;
}
Exemplo n.º 2
0
HitResponse
BadGuy::collision(GameObject& other, const CollisionHit& hit)
{
  if (!is_active()) return ABORT_MOVE;

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

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

    return collision_badguy(*badguy, hit);
  }

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

    // hit from above?
    if (player->get_bbox().get_bottom() < (m_col.m_bbox.get_top() + 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);
  }

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

  return FORCE_MOVE;
}
Exemplo n.º 3
0
void
Bullet::ricochet(GameObject& , const CollisionHit& hit)
{
  collision_solid(hit);
}
HitResponse
BouncingSnowball::collision_badguy(BadGuy& , const CollisionHit& hit)
{
  collision_solid(hit);
  return CONTINUE;
}