#define SUPERTUX_BADGUY_H
#include "SDL.h"
-#include "defines.h"
-#include "bitmask.h"
-#include "type.h"
#include "timer.h"
-#include "texture.h"
+#include "screen/texture.h"
#include "physic.h"
-#include "collision.h"
#include "sprite.h"
+#include "defines.h"
#include "moving_object.h"
-#include "drawable.h"
+#include "collision.h"
#include "serializable.h"
/* Bad guy kinds: */
BAD_SNOWBALL,
BAD_WINGLING,
BAD_WALKINGTREE,
- NUM_BadGuyKinds
+ NUM_BadGuyKinds,
+
+ BAD_INVALID
};
BadGuyKind badguykind_from_string(const std::string& str);
class Player;
/* Badguy type: */
-class BadGuy : public MovingObject, public Drawable, public Serializable
+class BadGuy : public MovingObject, public Serializable
{
public:
/* Enemy modes: */
int animation_offset;
public:
- BadGuy(DisplayManager& display_manager, BadGuyKind kind, float x, float y);
- BadGuy(DisplayManager& display_manager, BadGuyKind kind, LispReader& reader);
+ BadGuy(BadGuyKind kind, float x, float y);
+ BadGuy(BadGuyKind kind, LispReader& reader);
virtual ~BadGuy();
virtual void write(LispWriter& writer);
virtual void action(float frame_ratio);
- virtual void draw(Camera& viewport, int layer);
+ virtual void draw(DrawingContext& context);
virtual void collision(const MovingObject& other, int type);
void collision(void* p_c_object, int c_object,
/** let the player jump a bit (used when you hit a badguy) */
void make_player_jump(Player* player);
- void explode();
+ /** Turn enemy into a bomb. To explode right way pass true */
+ void explode(bool right_away);
/** check if we're running left or right in a wall and eventually change
* direction