Ice blocks (graphics are placeholders)
[supertux.git] / src / object / invisible_block.cpp
index d914b2b..96be2e6 100644 (file)
 #include "video/drawing_context.hpp"
 #include "audio/sound_manager.hpp"
 #include "object_factory.hpp"
+#include "object/player.hpp"
 
 InvisibleBlock::InvisibleBlock(const Vector& pos)
   : Block(sprite_manager->create("images/objects/bonus_block/invisibleblock.sprite")), visible(false)
 {
   bbox.set_pos(pos);
-  flags &= ~FLAG_SOLID;
-  set_group(COLGROUP_MOVING);
   sound_manager->preload("sounds/brick.wav");
 }
 
@@ -43,16 +42,39 @@ InvisibleBlock::draw(DrawingContext& context)
     sprite->draw(context, get_pos(), LAYER_OBJECTS);
 }
 
+bool
+InvisibleBlock::collides(GameObject& other, const CollisionHit& )
+{
+  if(visible)
+    return true;
+
+  // if we're not visible, only register a collision if this will make us visible
+  Player* player = dynamic_cast<Player*> (&other);
+  if ((player) 
+          && (player->get_movement().y <= 0)
+          && (player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0)) {
+    return true;
+  }
+
+  return false;
+}
+
+HitResponse
+InvisibleBlock::collision(GameObject& other, const CollisionHit& hit)
+{
+  return Block::collision(other, hit);
+}
+
 void
-InvisibleBlock::hit(Player& )
+InvisibleBlock::hit(Player& player)
 {
+  sound_manager->play("sounds/brick.wav");
+
   if(visible)
     return;
 
   sprite->set_action("empty");
-  sound_manager->play("sounds/brick.wav");
-  start_bounce();
-  flags |= FLAG_SOLID;
+  start_bounce(&player);
   set_group(COLGROUP_STATIC);
   visible = true;
 }