void activate();
void write(lisp::Writer& writer);
- HitResponse collision_solid(GameObject& other, const CollisionHit& hit);
+ void collision_solid(const CollisionHit& hit);
void active_update(float elapsed_time);
virtual Zeekling* clone() const { return new Zeekling(*this); }
protected:
bool collision_squished(Player& player);
- bool set_direction;
- Direction initial_direction;
float speed;
Timer diveRecoverTimer;
bool should_we_dive();
void onBumpHorizontal();
void onBumpVertical();
- std::string direction;
};
#endif
-