{
if(!bouncing)
return;
-
+
float offset = original_y - get_pos().y;
if(offset > BOUNCY_BRICK_MAX_OFFSET) {
bounce_dir = BOUNCY_BRICK_SPEED;
log_warning << "Invalid box contents" << std::endl;
contents = CONTENT_COIN;
break;
- }
+ }
}
BonusBlock::BonusBlock(const lisp::Lisp& lisp)
} else {
log_warning << "Invalid element '" << token << "' in bonusblock" << std::endl;
}
- }
+ }
}
if(contents == CONTENT_CUSTOM && object == 0)
throw std::runtime_error("Need to specify content object for custom block");
-
+
bbox.set_pos(pos);
}
HitResponse
BonusBlock::collision(GameObject& other, const CollisionHit& hit){
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
- if(badguy) {
+ if(badguy) {
// hit contains no information for collisions with blocks.
// Badguy's bottom has to be below the top of the bonusblock
// +7 is required to slide over one tile gaps.
sound_manager->play("sounds/brick.wav");
return;
}
-
+
Sector* sector = Sector::current();
assert(sector);
assert(sector->player);
case CONTENT_ICEGROW:
if(player.get_status()->bonus == NO_BONUS) {
SpecialRiser* riser = new SpecialRiser(get_pos(), new GrowUp(direction));
- sector->add_object(riser);
+ sector->add_object(riser);
} else {
SpecialRiser* riser = new SpecialRiser(
get_pos(), new Flower(ICE_BONUS));
sector->add_object(riser);
- }
+ }
sound_manager->play("sounds/upgrade.wav");
break;
{
if(sprite->get_action() == "empty")
return;
-
+
try_break(true);
}
{
if(sprite->get_action() == "empty")
return;
-
+
sound_manager->play("sounds/brick.wav");
Sector* sector = Sector::current();
Player& player = *(sector->player);
}
//IMPLEMENT_FACTORY(Brick, "brick");
-