#include "object/bullet.hpp"
#include "object/text_object.hpp"
#include "badguy/jumpy.hpp"
-#include "badguy/spike.hpp"
#include "trigger/sequence_trigger.hpp"
#include "player_status.hpp"
#include "scripting/script_interpreter.hpp"
currentmusic(LEVEL_MUSIC)
{
song_title = "chipdisko.ogg";
- player = new Player(&player_status);
+ player = new Player(player_status);
add_object(player);
#ifdef USE_GRID
if(tile->getID() == 112) {
add_object(new InvisibleBlock(pos));
solids->change(x, y, 0);
- } else if(tile->getID() == 295) {
- add_object(new Spike(pos, Spike::NORTH));
- solids->change(x, y, 0);
- } else if(tile->getID() == 296) {
- add_object(new Spike(pos, Spike::EAST));
- solids->change(x, y, 0);
- } else if(tile->getID() == 297) {
- add_object(new Spike(pos, Spike::SOUTH));
- solids->change(x, y, 0);
- } else if(tile->getID() == 298) {
- add_object(new Spike(pos, Spike::WEST));
- solids->change(x, y, 0);
} else if(tile->getAttributes() & Tile::COIN) {
add_object(new Coin(pos));
solids->change(x, y, 0);
int max_x = int(x2+1);
int max_y = int(y2+1);
- CollisionHit temphit, hit;
+ TilemapCollisionHit temphit, hit;
Rect dest = object->get_bbox();
dest.move(object->movement);
+ hit.tileflags = 0;
hit.time = -1; // represents an invalid value
for(int x = starttilex; x*32 < max_x; ++x) {
for(int y = starttiley; y*32 < max_y; ++y) {
if(!tile)
continue;
// skip non-solid tiles
- if(!(tile->getAttributes() & Tile::SOLID))
+ if(tile->getAttributes() == 0)
continue;
// only handle unisolid when the player is falling down and when he was
// above the tile before
if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
triangle)) {
- if(temphit.time > hit.time)
+ hit.tileflags |= tile->getAttributes();
+ if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
+ temphit.tileflags = hit.tileflags;
hit = temphit;
+ }
}
} else { // normal rectangular tile
Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
if(Collision::rectangle_rectangle(temphit, dest,
object->movement, rect)) {
- if(temphit.time > hit.time)
+ hit.tileflags |= tile->getAttributes();
+ if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
+ temphit.tileflags = hit.tileflags;
hit = temphit;
+ }
}
}
}
}
// did we collide at all?
- if(hit.time < 0)
+ if(hit.tileflags == 0)
return;
// call collision function
static const size_t MAX_ICE_BULLETS = 1;
Bullet* new_bullet = 0;
- if(player_status.bonus == FIRE_BONUS) {
+ if(player_status->bonus == FIRE_BONUS) {
if(bullets.size() > MAX_FIRE_BULLETS-1)
return false;
new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
- } else if(player_status.bonus == ICE_BONUS) {
+ } else if(player_status->bonus == ICE_BONUS) {
if(bullets.size() > MAX_ICE_BULLETS-1)
return false;
new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);