virtual Igel* clone() const { return new Igel(*this); }
protected:
- bool collision_squished(Player& player);
+ bool collision_squished(GameObject& object);
void be_normal(); /**< switch to state STATE_NORMAL */
void turn_around(); /**< reverse direction, assumes we are in STATE_NORMAL */
bool can_see(const MovingObject& o); /**< check if we can see o */
};
#endif
-