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center camera on tux feet, so we get no jumps when tux ducks
[supertux.git]
/
src
/
object
/
firefly.hpp
diff --git
a/src/object/firefly.hpp
b/src/object/firefly.hpp
index
e6ea343
..
6325087
100644
(file)
--- a/
src/object/firefly.hpp
+++ b/
src/object/firefly.hpp
@@
-21,29
+21,27
@@
#define __FIREFLY_H__
#include "lisp/lisp.hpp"
#define __FIREFLY_H__
#include "lisp/lisp.hpp"
-#include "moving_object.hpp"
-#include "sprite/sprite.hpp"
+#include "object/moving_sprite.hpp"
#include "serializable.hpp"
#include "serializable.hpp"
+#include "badguy/badguy.hpp"
/**
* A Firefly: When tux touches it, it begins buzzing and you will respawn at this
* position.
*/
/**
* A Firefly: When tux touches it, it begins buzzing and you will respawn at this
* position.
*/
-class Firefly : public Moving
Object
, public Serializable
+class Firefly : public Moving
Sprite
, public Serializable
{
public:
Firefly(const lisp::Lisp& lisp);
{
public:
Firefly(const lisp::Lisp& lisp);
- ~Firefly();
+ virtual Firefly* clone() const { return new Firefly(*this); }
void write(lisp::Writer& writer);
void write(lisp::Writer& writer);
- void update(float elapsed_time);
- void draw(DrawingContext& context);
HitResponse collision(GameObject& other, const CollisionHit& hit);
private:
HitResponse collision(GameObject& other, const CollisionHit& hit);
private:
- Sprite* sprite;
- bool ringing;
+ bool activated;
+ Vector initial_position; /**< position as in level file. This is where Tux will have to respawn, as the level is reset every time */
+ void reactivate();
};
#endif
};
#endif
-