-extern texture_type tux_life,
- tux_right[3], tux_left[3],
- bigtux_right[3], bigtux_left[3],
- bigtux_right_jump, bigtux_left_jump,
- ducktux_right, ducktux_left,
- skidtux_right, skidtux_left,
- firetux_right[3], firetux_left[3],
- bigfiretux_right[3], bigfiretux_left[3],
- bigfiretux_right_jump, bigfiretux_left_jump,
- duckfiretux_right, duckfiretux_left,
- skidfiretux_right, skidfiretux_left,
- cape_right[2], cape_left[2],
- bigcape_right[2], bigcape_left[2];
-
-void player_init(player_type* pplayer);
-int player_key_event(player_type* pplayer, SDLKey key, int state);
-void player_level_begin(player_type* pplayer);
-void player_action(player_type* pplayer);
-void player_input(player_type* pplayer);
-void player_grabdistros(player_type *pplayer);
-void player_draw(player_type* pplayer);
-void player_collision(player_type* pplayer,void* p_c_object, int c_object);
-void player_kill(player_type *pplayer, int mode);
-void player_dying(player_type *pplayer);
-void player_remove_powerups(player_type *pplayer);
-void player_keep_in_bounds(player_type *pplayer);
-bool player_on_ground(player_type *pplayer);
-bool player_under_solid(player_type *pplayer);
+ void collision(void* p_c_object, int c_object);
+ void kill(HurtMode mode);
+ void player_remove_powerups();
+ void check_bounds(Camera* camera);
+ bool on_ground();
+ bool under_solid();
+ bool tiles_on_air(int tiles);
+ void grow(bool animate);
+ void move(const Vector& vector);
+
+ /** let the player jump a bit or more if jump button is hold down
+ (used when you hit a badguy) */
+ void bounce(BadGuy* badguy);
+
+ bool is_dead() const
+ { return dead; }
+
+private:
+ void init();
+
+ void handle_horizontal_input();
+ void handle_vertical_input();
+ void remove_powerups();
+};