BAD_SPIKY,
BAD_SNOWBALL,
BAD_WINGLING,
+ BAD_WALKINGTREE,
NUM_BadGuyKinds
};
FISH_WAIT,
FLY_UP,
- FLY_DOWN
+ FLY_DOWN,
+
+ BGM_BIG,
+ BGM_SMALL
};
public:
DyingType dying;
bool removable;
bool seen;
int squishcount; /// number of times this enemy was squiched
+ Vector target; // Target that badguy is aiming for (wingling uses this)
Timer timer;
Vector start_position;
Physic physic;
void action_spiky(double frame_ratio);
void action_snowball(double frame_ratio);
void action_wingling(double frame_ratio);
+ void action_walkingtree(double frame_ratio);
/** initializes the badguy (when he appears on screen) */
void activate(Direction direction);