#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(Collision::rectangle_aatriangle(temphit, dest, object->movement,
triangle)) {
hit.tileflags |= tile->getAttributes();
- if(temphit.time > hit.time) {
+ if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
temphit.tileflags = hit.tileflags;
hit = temphit;
}
if(Collision::rectangle_rectangle(temphit, dest,
object->movement, rect)) {
hit.tileflags |= tile->getAttributes();
- if(temphit.time > hit.time) {
+ 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);