void activate();
void write(lisp::Writer& writer);
- HitResponse collision_solid(GameObject& other, const CollisionHit& hit);
+ void collision_solid(const CollisionHit& hit);
HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
void active_update(float elapsed_time);
+ virtual Plant* clone() const { return new Plant(*this); }
+
protected:
Timer timer;
PLANT_WALKING
};
PlantState state;
-
+
};
#endif