HitResponse collision_player(Player& player, const CollisionHit& hit);
HitResponse collision_badguy(BadGuy& badguy, const CollisionHit&);
bool collision_squished(Player& player);
+ void kill_fall();
private:
void go_right();
int jumpcount;
float jump_time_left;
Mix_Chunk* sound_gna;
+ Mix_Chunk* sound_roar;
};
#endif