// moved them here to make it less typing when implementing new badguys
#include <math.h>
#include "timer.hpp"
-#include "moving_object.hpp"
-#include "sprite/sprite.hpp"
+#include "object/moving_sprite.hpp"
#include "physic.hpp"
#include "object/player.hpp"
#include "serializable.hpp"
#include "video/drawing_context.hpp"
#include "audio/sound_manager.hpp"
#include "audio/sound_source.hpp"
-#include "sprite/sprite_manager.hpp"
-class BadGuy : public MovingObject, public Serializable
+class BadGuy : public MovingSprite, public Serializable
{
public:
- BadGuy();
- ~BadGuy();
+ BadGuy(const Vector& pos, const std::string& sprite_name, int layer = LAYER_OBJECTS);
+ BadGuy(const lisp::Lisp& reader, const std::string& sprite_name, int layer = LAYER_OBJECTS);
+ virtual BadGuy* clone() const = 0;
/** Called when the badguy is drawn. The default implementation simply draws
* the badguy sprite on screen
*/
virtual bool collision_squished(Player& player);
+ /** Called when the badguy collided with a bullet */
+ virtual HitResponse collision_bullet(Bullet& bullet,
+ const CollisionHit& hit);
+
/** called each frame when the badguy is activated. */
virtual void active_update(float elapsed_time);
/** called each frame when the badguy is not activated. */
*/
Player* get_nearest_player();
- Sprite* sprite;
Physic physic;
/// is the enemy activated
*/
bool is_offscreen();
/**
- * Checks if the badguy may fall off a platform if continuing a given movement.
+ * Returns true if we might soon fall at least @c height pixels. Minimum
+ * value for height is 1 pixel
*/
- bool may_fall_off_platform();
- bool might_fall(int height); /**< returns true if we might soon fall at least @c height pixels. Minimum value for height is 1 pixel */
+ bool might_fall(int height = 1);
Vector start_position;
Direction dir;
+
private:
void try_activate();