Skip to content

Conversation

@Karkus476
Copy link
Member

@Karkus476 Karkus476 commented Aug 9, 2016

Blocks badguys, like invisible walls, but not Tux.
Original code by Kovago Zoltan. (who?)
Submitted by @Savsish originally in #457.
I have rebased his commits for him, and pulled from my fork.

Disclaimer: I haven't tested this, and this pull request is only to secure the code changes Savs submitted, in case anything happens at his end. Furthermore, he appears to have been banned from this repository, so he cannot contribute further.

@Hume2 You commented on his commit before. Please could you do the same for this one here, and if you wish to fix it, I can push my branch to the SuperTux repo, so that you can do so.

Please see SuperTux/data#15

Edit by @Karkus476: 9th August 2016: Correct mentions and emboldening/italics

Blocks badguys, like invisible walls, but not Tux.
Original code by Kovago Zoltan.
Submitted by Savsish
closes SuperTux#457
@mention-bot
Copy link

@Karkus476, thanks for your PR! By analyzing the annotation information on this pull request, we identified @Hume2 and @tobbi to be potential reviewers

@Karkus476 Karkus476 changed the title New Object: Enemy Blocker New Object: Enemy Blocker (Updated) Aug 9, 2016
@tobbi tobbi added this to the Post 0.5.0 milestone Aug 9, 2016
@tobbi tobbi added priority:medium involves:functionality status:needs-discussion Team member and developers need to discuss of decisions type:feature category:code status:needs-review Work needs to be reviewed by other people labels Aug 9, 2016
{
BadGuy* badguy = dynamic_cast<BadGuy*> (&other);

if (badguy == 0)
Copy link
Member

@Hypernoot Hypernoot Aug 10, 2016

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This should be done via the function collides.

@maxteufel
Copy link
Member

maxteufel commented Aug 10, 2016

Can this class and the InvisibleWall class be generalized to a common Blocker class from which both classes will inherit then? That could save us some lines of code.

@maxteufel
Copy link
Member

@SuperTux/level-designers is this feature useful for levels at all?

@Rusty-Box
Copy link
Member

@maxteufel I would say no and I'm not sure why we would need an enemy blocker at all.

@maxteufel
Copy link
Member

I suggest we close this then.

@maxteufel
Copy link
Member

If no one objects to closing this because this seems to be an unnecessary feature, I will close this tomorrow.

@qwertychouskie
Copy link
Contributor

I think this might be useful for some levels, currently the only enemy that can go back and forth in a fixed range is the Crystallo.

@maxteufel
Copy link
Member

maxteufel commented Sep 3, 2016

10:53:22 <+mteufel[m]> RustyBox: do you think https://github.com/SuperTux/supertux/pull/536#issuecomment-244474582 is a valid reason to add enemy blocker?
10:54:50 <+mteufel[m]> I'm not exactly comfortable with enemy blocker if you say you don't need it. It also just adds more code to maintain. And I don't think that trading that off for add-on designers is a good idea.
10:55:09 <+mteufel[m]> Plus, it might confuse users
10:58:42 <RustyBox[m]> Max Teufel: I agree. The enemy blocker might be confusing, because for example: you would never expect a mr.snowball to turn around without running against a wall.
10:59:16 <+mteufel[m]> Closing then.
10:59:40 <RustyBox[m]> I would say so

@maxteufel maxteufel closed this Sep 3, 2016
@mrkubax10 mrkubax10 removed the status:needs-review Work needs to be reviewed by other people label Jul 20, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Projects

None yet

Development

Successfully merging this pull request may close these issues.

8 participants