public override bool RunImpact(RoomScene room, GameObject actor, short gridX, short gridY, DirCardinal dir) { if (actor is Projectile) { if (actor is GloveProjectile) { this.DestroyBrick(room, gridX, gridY); return(false); } return(base.RunImpact(room, actor, gridX, gridY, dir)); } // Nudge Brick Upward if (dir == DirCardinal.Up) { if (actor is Character) { Character character = (Character)actor; // Only Spikey Hats destroy Bricks if (character.hat is SpikeyHat) { BlockTile.DamageAbove(room, gridX, gridY); this.DestroyBrick(room, gridX, gridY); return(base.RunImpact(room, actor, gridX, gridY, dir)); } } // Nudge. Damages enemies above. byte sub = room.tilemap.GetMainSubType(gridX, gridY); // Make the brick disappear (turn invisible) and replace it with a nudge particle. Then return the brick to visible after completion. if (sub < 10) { SimpleEmitter.GravityParticle(room, this.Texture[sub], gridX * (byte)TilemapEnum.TileWidth, gridY * (byte)TilemapEnum.TileHeight); room.tilemap.SetTileSubType(gridX, gridY, (byte)(sub + 10)); room.queueEvents.AddEvent(Systems.timer.Frame + 9, this.tileId, (short)gridX, (short)gridY); } BlockTile.DamageAbove(room, gridX, gridY); room.PlaySound(Systems.sounds.thudHit, 0.7f, gridX * (byte)TilemapEnum.TileWidth, gridY * (byte)TilemapEnum.TileHeight); } // Slam-Down Action can break bricks. if (actor is Character && ((Character)actor).status.action is SlamAction) { // Bricks will cause some hindrance, slowing down vertical velocity. actor.physics.velocity.Y *= FInt.Create(0.6); this.DestroyBrick(room, gridX, gridY); return(true); } return(base.RunImpact(room, actor, gridX, gridY, dir)); }