2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #ifndef HEADER_SUPERTUX_OBJECT_BULLET_HPP
18 #define HEADER_SUPERTUX_OBJECT_BULLET_HPP
20 #include "sprite/sprite.hpp"
21 #include "supertux/moving_object.hpp"
22 #include "supertux/physic.hpp"
23 #include "supertux/player_status.hpp"
25 class Bullet : public MovingObject
28 Bullet(const Vector& pos, float xm, int dir, BonusType type);
31 void update(float elapsed_time);
32 void draw(DrawingContext& context);
33 void collision_solid(const CollisionHit& hit);
34 HitResponse collision(GameObject& other, const CollisionHit& hit);
37 * Makes bullet bounce off an object (that got hit).
38 * To be called by the collision handler of that object.
39 * Note that the @c hit parameter is filled in as perceived by the object, not by the bullet.
41 void ricochet(GameObject& other, const CollisionHit& hit);
53 SpritePtr lightsprite;