// SuperTux
-// Copyright (C) 2009 Ingo Ruhnke <grumbel@gmx.de>
+// Copyright (C) 2009 Ingo Ruhnke <grumbel@gmail.com>
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
#include "audio/sound_manager.hpp"
#include "badguy/badguy.hpp"
-#include "object/flower.hpp"
#include "object/bouncy_coin.hpp"
+#include "object/explosion.hpp"
+#include "object/flower.hpp"
#include "object/player.hpp"
#include "object/portable.hpp"
#include "sprite/sprite_manager.hpp"
#include "supertux/constants.hpp"
#include "supertux/sector.hpp"
-Brick::Brick(const Vector& pos, int data)
- : Block(sprite_manager->create("images/objects/bonus_block/brick.sprite")), breakable(false),
+Brick::Brick(const Vector& pos, int data, const std::string& spriteName)
+ : 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 (player->does_buttjump) try_break();
+ if (player->does_buttjump) try_break(player);
}
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
// Badguy's bottom has to be below the top of the brick
// SHIFT_DELTA is required to slide over one tile gaps.
if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + SHIFT_DELTA ) ){
- try_break();
+ try_break(player);
}
}
Portable* portable = dynamic_cast<Portable*> (&other);
if(portable) {
MovingObject* moving = dynamic_cast<MovingObject*> (&other);
if(moving->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
- try_break();
+ try_break(player);
}
}
- return Block::collision(other, hit);
+ Explosion* explosion = dynamic_cast<Explosion*> (&other);
+ if(explosion && explosion->hurts()) {
+ try_break(player);
+ }
+ 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)