void write(lisp::Writer& writer);
void activate();
void active_update(float elapsed_time);
- HitResponse collision_solid(GameObject& object, const CollisionHit& hit);
+ void collision_solid(const CollisionHit& hit);
bool collision_squished(Player& player);
void kill_squished(Player& player);
void kill_fall();
+ virtual Yeti* clone() const { return new Yeti(*this); }
+
private:
void run();
void jump_up();
void jump_down();
void take_hit(Player& player);
-
+
enum YetiState {
JUMP_DOWN,
RUN,
};
#endif
-