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Separated EndSequence logic from GameSession. This will allow for nice hierarchy...
[supertux.git]
/
src
/
object
/
player.hpp
diff --git
a/src/object/player.hpp
b/src/object/player.hpp
index
de22949
..
fec7007
100644
(file)
--- a/
src/object/player.hpp
+++ b/
src/object/player.hpp
@@
-81,7
+81,7
@@
extern TuxBodyParts* big_tux;
extern TuxBodyParts* fire_tux;
extern TuxBodyParts* ice_tux;
extern TuxBodyParts* fire_tux;
extern TuxBodyParts* ice_tux;
-class Player : public MovingObject, public Scripting::Player, public ScriptInterface
+class Player : public MovingObject, public
UsesPhysic, public
Scripting::Player, public ScriptInterface
{
public:
enum FallMode { ON_GROUND, JUMPING, TRAMPOLINE_JUMP, FALLING };
{
public:
enum FallMode { ON_GROUND, JUMPING, TRAMPOLINE_JUMP, FALLING };
@@
-119,7
+119,6
@@
public:
Timer growing_timer;
Timer idle_timer;
Timer backflip_timer;
Timer growing_timer;
Timer idle_timer;
Timer backflip_timer;
- Physic physic;
public:
Player(PlayerStatus* player_status, const std::string& name);
public:
Player(PlayerStatus* player_status, const std::string& name);
@@
-252,6
+251,11
@@
public:
*/
bool adjust_height(float new_height);
*/
bool adjust_height(float new_height);
+ /**
+ * Orders the current GameSession to start a sequence
+ */
+ void trigger_sequence(std::string sequence_name);
+
private:
void handle_input();
void handle_input_ghost(); /**< input handling while in ghost mode */
private:
void handle_input();
void handle_input_ghost(); /**< input handling while in ghost mode */