void active_action(float elapsed_time);
HitResponse collision_solid(GameObject& other, const CollisionHit& hit);
HitResponse collision_player(Player& player, const CollisionHit& hit);
- HitResponse collision_badguy(BadGuy& badguy, const CollisionHit&);
bool collision_squished(Player& player);
void kill_fall();
void go_right();
void go_left();
void angry_jumping();
- void stun();
void drop_stalactite();
+ void summon_snowball();
enum YetiState {
INIT,
ANGRY_JUMPING,
THROW_SNOWBALL,
GO_RIGHT,
- GO_LEFT,
- STUNNED
+ GO_LEFT
};
- enum Side {
- LEFT,
- RIGHT
- };
- Side side;
+ Direction side;
YetiState state;
- Timer2 jump_timer;
- Timer2 stun_timer;
+ Timer2 timer;
int jumpcount;
- float jump_time_left;
Mix_Chunk* sound_gna;
Mix_Chunk* sound_roar;
};