void draw(DrawingContext& context);
- HitResponse collision_solid(GameObject& , const CollisionHit& );
+ void collision_solid(const CollisionHit& hit);
HitResponse collision_badguy(BadGuy& , const CollisionHit& );
void collision_tile(uint32_t tile_attributes);
void write(lisp::Writer& );
void active_update(float);
+ void freeze();
+ void unfreeze();
+ bool is_freezable() const;
+
virtual Fish* clone() const { return new Fish(*this); }
private:
HitResponse hit(const CollisionHit& );
void start_waiting();
void jump();
-
+
Timer waiting;
float stop_y; /**< y-coordinate to stop at */
};