#include "object/camera.hpp"
#include "object/gameobjs.hpp"
#include "object/portable.hpp"
+#include "object/bullet.hpp"
#include "trigger/trigger_base.hpp"
#include "control/joystickkeyboardcontroller.hpp"
#include "main.hpp"
return;
}
+ // fixes the "affected even while blinking" bug
+ if (safe_timer.started() && this->get_group() != COLGROUP_MOVING_ONLY_STATIC) {
+ this->set_group(COLGROUP_MOVING_ONLY_STATIC);
+ }
+ else if (!safe_timer.started() && this->get_group() == COLGROUP_MOVING_ONLY_STATIC) {
+ this->set_group(COLGROUP_MOVING);
+ }
+
if(!controller->hold(Controller::ACTION) && grabbed_object) {
// move the grabbed object a bit away from tux
Vector pos = get_pos() +
HitResponse
Player::collision(GameObject& other, const CollisionHit& hit)
{
+ Bullet* bullet = dynamic_cast<Bullet*> (&other);
+ if(bullet) {
+ return FORCE_MOVE;
+ }
+
Portable* portable = dynamic_cast<Portable*> (&other);
if(portable && grabbed_object == 0 && controller->hold(Controller::ACTION)
&& fabsf(hit.normal.x) > .9) {