* implemetnation calls collision_player, collision_solid, collision_badguy
* and collision_squished
*/
- virtual HitResponse collision(GameObject& other,
- const CollisionHit& hit);
+ virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
/** Called when a collision with tile with special attributes occured */
virtual void collision_tile(uint32_t tile_attributes);
};
/** Called when the badguy collided with a player */
- virtual HitResponse collision_player(Player& player,
- const CollisionHit& hit);
+ virtual HitResponse collision_player(Player& player, const CollisionHit& hit);
/** Called when the badguy collided with solid ground */
- virtual HitResponse collision_solid(GameObject& other,
- const CollisionHit& hit);
+ virtual void collision_solid(const CollisionHit& hit);
/** Called when the badguy collided with another badguy */
- virtual HitResponse collision_badguy(BadGuy& other,
- const CollisionHit& hit);
+ virtual HitResponse collision_badguy(BadGuy& other, const CollisionHit& hit);
/** Called when the player hit the badguy from above. You should return true
* if the badguy was squished, false if squishing wasn't possible
virtual bool collision_squished(Player& player);
/** Called when the badguy collided with a bullet */
- virtual HitResponse collision_bullet(Bullet& bullet,
- const CollisionHit& hit);
+ virtual HitResponse collision_bullet(Bullet& bullet, const CollisionHit& hit);
/** called each frame when the badguy is activated. */
virtual void active_update(float elapsed_time);
*/
Direction str2dir( std::string dir_str );
+ /**
+ * Update on_ground_flag judging by solid collision @c hit.
+ * This gets called from the base implementation of collision_solid, so call this when overriding collision_solid's default behaviour.
+ */
+ void update_on_ground_flag(const CollisionHit& hit);
+
+ /**
+ * Returns true if we touched ground in the past frame
+ * This only works if update_on_ground_flag() gets called in collision_solid.
+ */
+ bool on_ground();
+
private:
void try_activate();
State state;
Timer state_timer;
+ bool on_ground_flag;
};
#endif