#include "object/bouncy_coin.hpp"
#include "object/explosion.hpp"
#include "object/flower.hpp"
+#include "object/icecrusher.hpp"
#include "object/player.hpp"
#include "object/portable.hpp"
#include "sprite/sprite_manager.hpp"
Player* player = dynamic_cast<Player*> (&other);
if (player) {
if (player->does_buttjump) try_break(player);
+ if (player->is_stone() && player->get_velocity().y >= 280) try_break(player); // stoneform breaks through bricks
}
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
if(explosion && explosion->hurts()) {
try_break(player);
}
+ IceCrusher* icecrusher = dynamic_cast<IceCrusher*> (&other);
+ if(icecrusher && coin_counter == 0)
+ try_break(player);
return Block::collision(other, hit_);
}
SoundManager::current()->play("sounds/brick.wav");
Sector* sector = Sector::current();
Player& player_one = *(sector->player);
- if(coin_counter > 0) {
- sector->add_object(new BouncyCoin(get_pos(),true));
+ if(coin_counter > 0 ){
+ sector->add_object(std::make_shared<BouncyCoin>(get_pos(), true));
coin_counter--;
player_one.get_status()->add_coins(1);
if(coin_counter == 0)