#include "object/player.hpp"
#include "object/explosion.hpp"
-BombFish::BombFish(const Reader& reader) :
+SkyDive::SkyDive(const Reader& reader) :
BadGuy(reader, "images/creatures/bombfish/bombfish.sprite"),
is_grabbed(false)
{
}
-BombFish::BombFish(const Vector& pos, Direction d) :
+SkyDive::SkyDive(const Vector& pos, Direction d) :
BadGuy(pos, d, "images/creatures/bombfish/bombfish.sprite"),
is_grabbed(false)
{
}
void
-BombFish::collision_solid(const CollisionHit& hit)
+SkyDive::collision_solid(const CollisionHit& hit)
{
if (hit.bottom) {
explode ();
} /* void collision_solid */
HitResponse
-BombFish::collision_badguy(BadGuy&, const CollisionHit& hit)
+SkyDive::collision_badguy(BadGuy&, const CollisionHit& hit)
{
if (hit.bottom) {
explode ();
} /* HitResponse collision_badguy */
void
-BombFish::grab (MovingObject&, const Vector& pos, Direction dir)
+SkyDive::grab (MovingObject&, const Vector& pos, Direction dir)
{
movement = pos - get_pos();
this->dir = dir;
}
void
-BombFish::ungrab (MovingObject& , Direction)
+SkyDive::ungrab (MovingObject& , Direction)
{
is_grabbed = false;
}
HitResponse
-BombFish::collision_player(Player&, const CollisionHit& hit)
+SkyDive::collision_player(Player&, const CollisionHit& hit)
{
if (hit.bottom) {
explode ();
} /* HitResponse collision_player */
bool
-BombFish::collision_squished (GameObject& obj)
+SkyDive::collision_squished (GameObject& obj)
{
Player *player = dynamic_cast<Player *> (&obj);
if (player) {
} /* bool collision_squished */
void
-BombFish::active_update (float elapsed_time)
+SkyDive::active_update (float elapsed_time)
{
if (!is_grabbed)
movement = physic.get_movement(elapsed_time);
} /* void active_update */
void
-BombFish::explode (void)
+SkyDive::explode (void)
{
if (!is_valid ())
return;