Пример #1
0
HitResponse
WeakBlock::collision(GameObject& other, const CollisionHit& hit)
{
  switch (state) {
				
      case STATE_NORMAL:
        if (Bullet* bullet = dynamic_cast<Bullet*> (&other)) {
          return collision_bullet(*bullet, hit);
        }
        //Explosions destroy weakblocks as well
        if (dynamic_cast<Explosion*> (&other)) {
          startBurning();
        }
        break;
				
      case STATE_BURNING:
        if(sprite_name != "images/objects/weak_block/strawbox.sprite")
          break;

        if(BadGuy* badguy = dynamic_cast<BadGuy*> (&other)) {
          badguy->kill_fall();
        }
        break;
      case STATE_DISINTEGRATING:
        break;
				
      default:
        log_debug << "unhandled state" << std::endl;
        break;
  }
	
  return FORCE_MOVE;
}
Пример #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;
}
Пример #3
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(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;
}
Пример #4
0
HitResponse
Dispenser::collision(GameObject& other, const CollisionHit& hit)
{
  Player* player = dynamic_cast<Player*> (&other);
  if(player) {
    // hit from above?
    if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
      collision_squished(*player);
      return FORCE_MOVE;
    }
    if(frozen){
      unfreeze();
    }
    return FORCE_MOVE;
  }

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

  return FORCE_MOVE;
}
Пример #5
0
HitResponse
Dispenser::collision(GameObject& other, const CollisionHit& 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)) {
      collision_squished(*player);
      return FORCE_MOVE;
    }
    if (m_frozen && m_type != DispenserType::CANNON){
      unfreeze();
    }
    return FORCE_MOVE;
  }

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

  return FORCE_MOVE;
}