void active_update(float elapsed_time);
- HitResponse collision_solid(GameObject& object, const CollisionHit& hit);
+ void collision_solid(const CollisionHit& hit);
HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
HitResponse collision_player(Player& player, const CollisionHit& hit);
virtual bool updatePointers(const GameObject* from_object, GameObject* to_object);
protected:
- bool set_direction;
- Direction initial_direction;
const BadGuy* parent; /**< collisions with this BadGuy will be ignored */
std::auto_ptr<SoundSource> sound_source; /**< SoundSource for ambient sound */
};
#endif
-