*/
void vanish();
void start_sucking(Vector suck_target);
+ bool was_sucked;
void active_update(float elapsed_time);
void set_color(const Color& color);
virtual bool is_freezable() const { return false; }
virtual void kill_fall() { vanish(); }
+ virtual void draw(DrawingContext& context);
+
protected:
virtual bool collides(GameObject& other, const CollisionHit& hit);
HitResponse collision_player(Player& player, const CollisionHit& hit);