game/mario/blocks/simpleblocks.cpp

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#include "simpleblocks.hpp"
#include "../global_vars.hpp"
#include "../sprites.hpp"
#include "../objectids.hpp"
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FloorBlock::FloorBlock(int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, FLOOR_SRC, true) {
ensureCollision();
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setId(FLOOR_ID);
}
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HillInclineBlock::HillInclineBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, HILL_INCLINE_SRC,
false) {
setId(HILL_INCLINE_ID);
}
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HillDeclineBlock::HillDeclineBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, HILL_DECLINE_SRC,
false) {
setId(HILL_INCLINE_ID);
}
HillDotsRightBlock::HillDotsRightBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, HILL_DOTS_RIGHT_SRC,
false) {
setId(HILL_DOTS_RIGHT_ID);
}
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HillDotsLeftBlock::HillDotsLeftBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, HILL_DOTS_LEFT_SRC,
false) {
setId(HILL_DOTS_LEFT_ID);
}
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HillFillBlock::HillFillBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, HILL_FILL_SRC, false) {
setId(HILL_FILL_ID);
}
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HillTopBlock::HillTopBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, HILL_TOP_SRC, false) {
setId(HILL_TOP_ID);
}
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BushLeftBlock::BushLeftBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, BUSH_LEFT_SRC, false) {
setId(BUSH_LEFT_ID);
}
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BushMiddleBlock::BushMiddleBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, BUSH_MIDDLE_SRC,
false) {
setId(BUSH_MIDDLE_ID);
}
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BushRightBlock::BushRightBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, BUSH_RIGHT_SRC, false) {
setId(BUSH_RIGHT_ID);
}
CloudLeftBottomBlock::CloudLeftBottomBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CLOUD_LEFT_BOTTOM_SRC,
false) {
setId(CLOUD_LEFT_BOTTOM_ID);
}
CloudMiddleBottomBlock::CloudMiddleBottomBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CLOUD_MIDDLE_BOTTOM_SRC,
false) {
setId(CLOUD_MIDDLE_BOTTOM_ID);
}
CloudRightBottomBlock::CloudRightBottomBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CLOUD_RIGHT_BOTTOM_SRC,
false) {
setId(CLOUD_RIGHT_BOTTOM_ID);
}
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CloudLeftTopBlock::CloudLeftTopBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CLOUD_LEFT_TOP_SRC,
false) {
setId(CLOUD_LEFT_TOP_ID);
}
CloudMiddleTopBlock::CloudMiddleTopBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CLOUD_MIDDLE_TOP_SRC,
false) {
setId(CLOUD_MIDDLE_TOP_ID);
}
CloudRightTopBlock::CloudRightTopBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CLOUD_RIGHT_TOP_SRC,
false) {
setId(CLOUD_RIGHT_TOP_ID);
}
PipeLeftBottomBlock::PipeLeftBottomBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, PIPE_LEFT_BOTTOM_SRC,
false) {
ensureCollision();
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setId(PIPE_LEFT_BOTTOM_ID);
}
PipeRightBottomBlock::PipeRightBottomBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, PIPE_RIGHT_BOTTOM_SRC,
false) {
ensureCollision();
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setId(PIPE_RIGHT_BOTTOM_ID);
}
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PipeLeftTopBlock::PipeLeftTopBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, PIPE_LEFT_TOP_SRC,
false) {
ensureCollision();
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setId(PIPE_LEFT_TOP_ID);
}
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PipeRightTopBlock::PipeRightTopBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, PIPE_RIGHT_TOP_SRC,
false) {
ensureCollision();
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setId(PIPE_RIGHT_TOP_ID);
}
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CastleLeftBlock::CastleLeftBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CASTLE_LEFT_SRC,
false) {
setId(CASTLE_LEFT_ID);
}
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CastleRightBlock::CastleRightBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CASTLE_RIGHT_SRC,
false) {
setId(CASTLE_RIGHT_ID);
}
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CastleBlackBlock::CastleBlackBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CASTLE_BLACK_SRC,
false) {
setId(CASTLE_BLACK_ID);
}
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CastleEntryBlock::CastleEntryBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CASTLE_ENTRY_SRC,
false) {
setId(CASTLE_ENTRY_ID);
}
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CastleTowerBlock::CastleTowerBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CASTLE_TOWER_SRC,
false) {
setId(CASTLE_TOWER_ID);
}
CastleTowerFilledBlock::CastleTowerFilledBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CASTLE_TOWER_FILLED_SRC,
false) {
setId(CASTLE_TOWER_FILLED_ID);
}
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VineTopBlock::VineTopBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, VINE_TOP_SRC, false) {
ensureCollision();
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setId(VINE_TOP_ID);
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setBouncable(false);
}
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VineBottomBlock::VineBottomBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, VINE_BOTTOM_SRC,
false) {
ensureCollision();
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setId(VINE_BOTTOM_ID);
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setBouncable(false);
}
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PoleTopBlock::PoleTopBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, POLE_TOP_SRC, false) {
ensureCollision();
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setId(POLE_TOP_ID);
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setBouncable(false);
}
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PoleBottomBlock::PoleBottomBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, POLE_BOTTOM_SRC,
false) {
ensureCollision();
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setId(POLE_BOTTOM_ID);
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setBouncable(false);
}
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FlagBlock::FlagBlock(int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, FLAG_SRC, false) {
setId(FLAG_ID);
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setBouncable(false);
}
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StepBlock::StepBlock(int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, STEP_SRC, true) {
ensureCollision();
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setId(STEP_ID);
}
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BrickBlock::BrickBlock(int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, BRICK_SRC, true) {
ensureCollision();
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setId(BRICK_ID);
}
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BrickTopBlock::BrickTopBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, BRICK_TOP_SRC, true) {
ensureCollision();
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setId(BRICK_TOP_ID);
}
SidewayPipeEndTopBlock::SidewayPipeEndTopBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture,
SIDEWAY_PIPE_END_TOP_SRC, false) {
ensureCollision();
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setId(SIDEWAY_PIPE_END_TOP_ID);
}
SidewayPipeEndBottomBlock::SidewayPipeEndBottomBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture,
SIDEWAY_PIPE_END_BOTTOM_SRC, false) {
ensureCollision();
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setId(SIDEWAY_PIPE_END_BOTTOM_ID);
}
SidewayPipeMiddleTopBlock::SidewayPipeMiddleTopBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture,
SIDEWAY_PIPE_MIDDLE_TOP_SRC, false) {
ensureCollision();
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setId(SIDEWAY_PIPE_MIDDLE_TOP_ID);
}
SidewayPipeMiddleBottomBlock::SidewayPipeMiddleBottomBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture,
SIDEWAY_PIPE_MIDDLE_BOTTOM_SRC, false) {
ensureCollision();
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setId(SIDEWAY_PIPE_MIDDLE_BOTTOM_ID);
}
SidewayPipeConnectorTopBlock::SidewayPipeConnectorTopBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture,
SIDEWAY_PIPE_CONNECTOR_TOP_SRC, false) {
ensureCollision();
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setId(SIDEWAY_PIPE_CONNECTOR_TOP_ID);
}
SidewayPipeConnectorBottomBlock::SidewayPipeConnectorBottomBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture,
SIDEWAY_PIPE_CONNECTOR_BOTTOM_SRC, false) {
ensureCollision();
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setId(SIDEWAY_PIPE_CONNECTOR_BOTTOM_ID);
}
TreePlatformTopLeftBlock::TreePlatformTopLeftBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture,
TREE_PLATFORM_TOP_LEFT_SRC, false) {
ensureCollision();
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setId(TREE_PLATFORM_TOP_LEFT_ID);
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setBouncable(false);
}
TreePlatformTopMiddleBlock::TreePlatformTopMiddleBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture,
TREE_PLATFORM_TOP_MIDDLE_SRC, false) {
ensureCollision();
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setId(TREE_PLATFORM_TOP_MIDDLE_ID);
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setBouncable(false);
}
TreePlatformTopRightBlock::TreePlatformTopRightBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture,
TREE_PLATFORM_TOP_RIGHT_SRC, false) {
ensureCollision();
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setId(TREE_PLATFORM_TOP_RIGHT_ID);
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setBouncable(false);
}
TreePlatformBarkBlock::TreePlatformBarkBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, TREE_PLATFORM_BARK_SRC,
false) {
ensureCollision();
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setId(TREE_PLATFORM_BARK_ID);
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setBouncable(false);
}
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WaterTopBlock::WaterTopBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, WATER_TOP_SRC, false) {
ensureCollision();
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setId(WATER_TOP_ID);
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setBouncable(false);
}
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WaterFillBlock::WaterFillBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, WATER_FILL_SRC, false) {
ensureCollision();
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setId(WATER_FILL_ID);
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setBouncable(false);
}
MushroomPlatformTopLeftBlock::MushroomPlatformTopLeftBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture,
MUSHROOM_PLATFORM_TOP_LEFT_SRC, false) {
ensureCollision();
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setId(MUSHROOM_PLATFORM_TOP_LEFT_ID);
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setBouncable(false);
}
MushroomPlatformTopMiddleBlock::MushroomPlatformTopMiddleBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture,
MUSHROOM_PLATFORM_TOP_MIDDLE_SRC, false) {
ensureCollision();
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setId(MUSHROOM_PLATFORM_TOP_MIDDLE_ID);
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setBouncable(false);
}
MushroomPlatformTopRightBlock::MushroomPlatformTopRightBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture,
MUSHROOM_PLATFORM_TOP_RIGHT_SRC, false) {
ensureCollision();
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setId(MUSHROOM_PLATFORM_TOP_RIGHT_ID);
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setBouncable(false);
}
MushroomPlatformBarkTopBlock::MushroomPlatformBarkTopBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture,
MUSHROOM_PLATFORM_BARK_TOP_SRC, false) {
ensureCollision();
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setId(MUSHROOM_PLATFORM_BARK_TOP_ID);
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setBouncable(false);
}
MushroomPlatformBarkBottomBlock::MushroomPlatformBarkBottomBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture,
MUSHROOM_PLATFORM_BARK_BOTTOM_SRC, false) {
ensureCollision();
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setId(MUSHROOM_PLATFORM_BARK_BOTTOM_ID);
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setBouncable(false);
}
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TreeBarkBlock::TreeBarkBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, TREE_BARK_SRC, false) {
ensureCollision();
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setId(TREE_BARK_ID);
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setBouncable(false);
}
TreeLeavesSmallBlock::TreeLeavesSmallBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, TREE_LEAVES_SMALL_SRC,
false) {
ensureCollision();
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setId(TREE_LEAVES_SMALL_ID);
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setBouncable(false);
}
TreeLeavesTopBlock::TreeLeavesTopBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, TREE_LEAVES_TOP_SRC,
false) {
ensureCollision();
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setId(TREE_LEAVES_TOP_ID);
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setBouncable(false);
}
TreeLeavesBottomBlock::TreeLeavesBottomBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, TREE_LEAVES_BOTTOM_SRC,
false) {
ensureCollision();
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setId(TREE_LEAVES_BOTTOM_ID);
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setBouncable(false);
}
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CannonTowerBlock::CannonTowerBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CANNON_TOWER_SRC,
false) {
ensureCollision();
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setId(CANNON_TOWER_ID);
}
CannonPedestalBlock::CannonPedestalBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CANNON_PEDESTAL_SRC,
false) {
ensureCollision();
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setId(CANNON_PEDESTAL_ID);
}
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CannonBlock::CannonBlock(int x, int y,
std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_terrain_texture, CANNON_SRC, false) {
ensureCollision();
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setId(CANNON_ID);
}
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DestructibleModifierBlock::DestructibleModifierBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_mod_texture, MOD_DESTRUCTIBLE_SRC,
false) {
setId(DESTRUCTIBLE_MODIFIER_ID);
}
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BackgroundModifierBlock::BackgroundModifierBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_mod_texture, MOD_BACKGROUND_SRC, false) {
setId(BACKGROUND_MODIFIER_ID);
}
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MushroomModifierBlock::MushroomModifierBlock(
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int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_mod_texture, MOD_MUSHROOM_SRC, false) {
setId(MUSHROOM_MODIFIER_ID);
}
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TeleportModifierBlock::TeleportModifierBlock(
int x, int y, std::shared_ptr<SDLPP::Renderer> &renderer)
: MarioBlock(x, y, renderer, g_mod_texture, MOD_TELEPORT_SRC, false) {
setId(TELEPORT_MODIFIER_ID);
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}