HitResponse collision_player(Player& player, const CollisionHit& hit);
void active_update(float elapsed_time);
-
+
void grab(MovingObject& object, const Vector& pos, Direction dir);
void ungrab(MovingObject& object, Direction dir);
+ bool is_portable() const;
+
bool can_break();
virtual MrIceBlock* clone() const { return new MrIceBlock(*this); }
protected:
- bool collision_squished(Player& player);
+ bool collision_squished(GameObject& object);
private:
enum IceState {
};
void set_state(IceState state);
-
+
IceState ice_state;
Timer flat_timer;
int squishcount;
};
#endif
-