HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
HitResponse collision_player(Player& player, const CollisionHit& hit);
void active_update(float elapsed_time);
HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
HitResponse collision_player(Player& player, const CollisionHit& hit);
void active_update(float elapsed_time);