7 #include "special/sprite.h"
8 #include "special/sprite_manager.h"
9 #include "video/drawing_context.h"
11 #include "specialriser.h"
17 static const float BOUNCY_BRICK_MAX_OFFSET=8;
18 static const float BOUNCY_BRICK_SPEED=90;
19 static const float EPSILON = .0001;
21 Block::Block(const Vector& pos, Sprite* newsprite)
22 : sprite(newsprite), bouncing(false), bounce_dir(0), bounce_offset(0)
25 bbox.set_size(32, 32);
36 Block::collision(GameObject& other, const CollisionHit& hitdata)
41 // TODO kill badguys when bumping them...
43 Player* player = dynamic_cast<Player*> (&other);
47 // collided from below?
48 if(hitdata.normal.x == 0 && hitdata.normal.y < 0
49 && player->get_movement().y < 0) {
58 Block::action(float elapsed_time)
63 float offset = original_y - get_pos().y;
64 if(offset > BOUNCY_BRICK_MAX_OFFSET) {
66 movement = Vector(0, bounce_dir * elapsed_time);
67 } else if(offset < -EPSILON) {
68 movement = Vector(0, offset);
72 movement = Vector(0, bounce_dir * elapsed_time);
77 Block::draw(DrawingContext& context)
79 sprite->draw(context, get_pos(), LAYER_OBJECTS+1);
86 bounce_dir = -BOUNCY_BRICK_SPEED;
90 //---------------------------------------------------------------------------
92 BonusBlock::BonusBlock(const Vector& pos, int newdata)
93 : Block(pos, sprite_manager->create("bonusblock")), data(newdata)
95 sprite->set_action("default");
99 BonusBlock::hit(Player& player)
101 if(sprite->get_action_name() == "empty") {
102 SoundManager::get()->play_sound(IDToSound(SND_BRICK));
106 Sector* sector = Sector::current();
109 Sector::current()->add_object(new BouncyCoin(get_pos()));
110 player.get_status().incCoins();
113 case 2: // grow/fireflower
114 if(player.size == SMALL) {
115 SpecialRiser* riser = new SpecialRiser(
116 new GrowUp(get_pos() + Vector(0, -32)));
117 sector->add_object(riser);
119 SpecialRiser* riser = new SpecialRiser(
120 new Flower(get_pos() + Vector(0, -32), Flower::FIREFLOWER));
121 sector->add_object(riser);
123 SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
126 case 5: // grow/iceflower
127 if(player.size == SMALL) {
128 SpecialRiser* riser = new SpecialRiser(
129 new GrowUp(get_pos() + Vector(0, -32)));
130 sector->add_object(riser);
132 SpecialRiser* riser = new SpecialRiser(
133 new Flower(get_pos() + Vector(0, -32), Flower::ICEFLOWER));
134 sector->add_object(riser);
136 SoundManager::get()->play_sound(IDToSound(SND_UPGRADE));
140 sector->add_object(new Star(get_pos()));
144 sector->add_object(new OneUp(get_pos()));
152 sprite->set_action("empty");
155 //---------------------------------------------------------------------------
157 Brick::Brick(const Vector& pos, int data)
158 : Block(pos, sprite_manager->create("brick")), breakable(false),
168 Brick::hit(Player& player)
170 if(sprite->get_action_name() == "empty")
173 SoundManager::get()->play_sound(IDToSound(SND_BRICK));
174 Sector* sector = Sector::current();
175 if(coin_counter > 0) {
176 sector->add_object(new BouncyCoin(get_pos()));
178 player.get_status().incCoins();
179 if(coin_counter == 0)
180 sprite->set_action("empty");
182 } else if(breakable) {
183 if(player.size == SMALL) {
189 new BrokenBrick(new Sprite(*sprite), get_pos(), Vector(-100, -400)));
191 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(0, 16),
192 Vector(-150, -300)));
194 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 0),
197 new BrokenBrick(new Sprite(*sprite), get_pos() + Vector(16, 16),