2 // Copyright (C) 2009 Ingo Ruhnke <grumbel@gmail.com>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "object/brick.hpp"
19 #include "audio/sound_manager.hpp"
20 #include "badguy/badguy.hpp"
21 #include "object/bouncy_coin.hpp"
22 #include "object/explosion.hpp"
23 #include "object/flower.hpp"
24 #include "object/icecrusher.hpp"
25 #include "object/player.hpp"
26 #include "object/portable.hpp"
27 #include "sprite/sprite_manager.hpp"
28 #include "supertux/constants.hpp"
29 #include "supertux/sector.hpp"
31 Brick::Brick(const Vector& pos, int data, const std::string& spriteName)
32 : Block(SpriteManager::current()->create(spriteName)), breakable(false),
43 Brick::hit(Player& player)
45 if(sprite->get_action() == "empty")
52 Brick::collision(GameObject& other, const CollisionHit& hit_){
54 Player* player = dynamic_cast<Player*> (&other);
56 if (player->does_buttjump) try_break(player);
57 if (player->is_stone() && player->get_velocity().y >= 280) try_break(player); // stoneform breaks through bricks
60 BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
62 // hit contains no information for collisions with blocks.
63 // Badguy's bottom has to be below the top of the brick
64 // SHIFT_DELTA is required to slide over one tile gaps.
65 if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + SHIFT_DELTA ) ){
69 Portable* portable = dynamic_cast<Portable*> (&other);
71 MovingObject* moving = dynamic_cast<MovingObject*> (&other);
72 if(moving->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
76 Explosion* explosion = dynamic_cast<Explosion*> (&other);
77 if(explosion && explosion->hurts()) {
80 IceCrusher* icecrusher = dynamic_cast<IceCrusher*> (&other);
81 if(icecrusher && coin_counter == 0)
83 return Block::collision(other, hit_);
87 Brick::try_break(Player* player)
89 if(sprite->get_action() == "empty")
92 SoundManager::current()->play("sounds/brick.wav");
93 Sector* sector = Sector::current();
94 Player& player_one = *(sector->player);
95 if(coin_counter > 0 && !player->is_stone()) {
96 sector->add_object(std::make_shared<BouncyCoin>(get_pos(), true));
98 player_one.get_status()->add_coins(1);
100 sprite->set_action("empty");
101 start_bounce(player);
102 } else if(breakable) {
104 if(player->is_big()){
108 start_bounce(player);
116 //IMPLEMENT_FACTORY(Brick, "brick");