void active_update(float elapsed_time);
void collision_solid(const CollisionHit& hit);
HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
+ void freeze();
+ void unfreeze();
protected:
- void turn_around();
+ void turn_around();
std::string walk_left_action;
std::string walk_right_action;