return FORCE_MOVE;
}
}
- std::cout << "COLLISION - HITPOINTS: " << hitpoints << ", BULLLET HP: " << bullet_hitpoints << std::endl;
+ std::cout << "COLLISION - HITPOINTS: " << hitpoints << ", BULLET HP: " << bullet_hitpoints << std::endl;
player.kill(Player::SHRINK);
return FORCE_MOVE;
}
physic.enable_gravity(true);
set_state(STATE_FALLING);
}
- std::cout << "KILL_FALL - HITPOINTS: " << hitpoints << ", BULLLET HP: " << bullet_hitpoints << std::endl;
+ std::cout << "KILL_FALL - HITPOINTS: " << hitpoints << ", BULLET HP: " << bullet_hitpoints << std::endl;
}
void