void write(lisp::Writer& writer);
void collision_solid(const CollisionHit& hit);
HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
+ bool can_break();
void active_update(float elapsed_time);
virtual Snail* clone() const { return new Snail(*this); }
protected:
- bool collision_squished(Player& player);
+ bool collision_squished(GameObject& object);
void be_normal(); /**< switch to state STATE_NORMAL */
void be_flat(); /**< switch to state STATE_FLAT */
void be_kicked(); /**< switch to state STATE_KICKED_DELAY */
};
#endif
-