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Small bug
[supertux.git]
/
src
/
badguy
/
badguy.hpp
diff --git
a/src/badguy/badguy.hpp
b/src/badguy/badguy.hpp
index
eb0d0cc
..
eee973f
100644
(file)
--- a/
src/badguy/badguy.hpp
+++ b/
src/badguy/badguy.hpp
@@
-23,8
+23,7
@@
// moved them here to make it less typing when implementing new badguys
#include <math.h>
#include "timer.hpp"
// moved them here to make it less typing when implementing new badguys
#include <math.h>
#include "timer.hpp"
-#include "moving_object.hpp"
-#include "sprite/sprite.hpp"
+#include "object/moving_sprite.hpp"
#include "physic.hpp"
#include "object/player.hpp"
#include "serializable.hpp"
#include "physic.hpp"
#include "object/player.hpp"
#include "serializable.hpp"
@@
-38,13
+37,13
@@
#include "video/drawing_context.hpp"
#include "audio/sound_manager.hpp"
#include "audio/sound_source.hpp"
#include "video/drawing_context.hpp"
#include "audio/sound_manager.hpp"
#include "audio/sound_source.hpp"
-#include "sprite/sprite_manager.hpp"
-class BadGuy : public Moving
Object
, public Serializable
+class BadGuy : public Moving
Sprite
, public Serializable
{
public:
{
public:
- BadGuy();
- ~BadGuy();
+ BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS);
+ BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer = LAYER_OBJECTS);
+ virtual BadGuy* clone() const = 0;
/** Called when the badguy is drawn. The default implementation simply draws
* the badguy sprite on screen
/** Called when the badguy is drawn. The default implementation simply draws
* the badguy sprite on screen
@@
-111,6
+110,10
@@
protected:
*/
virtual bool collision_squished(Player& player);
*/
virtual bool collision_squished(Player& player);
+ /** Called when the badguy collided with a bullet */
+ virtual HitResponse collision_bullet(Bullet& bullet,
+ const CollisionHit& hit);
+
/** called each frame when the badguy is activated. */
virtual void active_update(float elapsed_time);
/** called each frame when the badguy is not activated. */
/** called each frame when the badguy is activated. */
virtual void active_update(float elapsed_time);
/** called each frame when the badguy is not activated. */
@@
-135,7
+138,6
@@
protected:
*/
Player* get_nearest_player();
*/
Player* get_nearest_player();
- Sprite* sprite;
Physic physic;
/// is the enemy activated
Physic physic;
/// is the enemy activated
@@
-154,6
+156,7
@@
protected:
Vector start_position;
Direction dir;
Vector start_position;
Direction dir;
+
private:
void try_activate();
private:
void try_activate();