#include "supertux/sector.hpp"
Brick::Brick(const Vector& pos, int data, const std::string& spriteName)
- : Block(sprite_manager->create(spriteName)), breakable(false),
+ : Block(SpriteManager::current()->create(spriteName)), breakable(false),
coin_counter(0)
{
bbox.set_pos(pos);
}
HitResponse
-Brick::collision(GameObject& other, const CollisionHit& hit){
+Brick::collision(GameObject& other, const CollisionHit& hit_){
Player* player = dynamic_cast<Player*> (&other);
if (player) {
if(explosion && explosion->hurts()) {
try_break(player);
}
- return Block::collision(other, hit);
+ return Block::collision(other, hit_);
}
void
if(sprite->get_action() == "empty")
return;
- sound_manager->play("sounds/brick.wav");
+ 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));
+ sector->add_object(std::make_shared<BouncyCoin>(get_pos(), true));
coin_counter--;
player_one.get_status()->add_coins(1);
if(coin_counter == 0)