void write(lisp::Writer& writer);
void activate();
void active_update(float elapsed_time);
- HitResponse collision_solid(GameObject& object, const CollisionHit& hit);
- bool collision_squished(Player& player);
- void kill_squished(Player& player);
+ void collision_solid(const CollisionHit& hit);
+ bool collision_squished(GameObject& object);
+ void kill_squished(GameObject& object);
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,
Timer safe_timer;
int stomp_count;
int hit_points;
- std::string dead_script;
};
#endif
-