Direction dir;
private:
+ bool removable;
bool seen;
base_type old_base;
Timer timer;
int animation_offset;
public:
- void init(float x, float y, BadGuyKind kind, bool stay_on_platform);
+ BadGuy(float x, float y, BadGuyKind kind, bool stay_on_platform);
void action(float frame_ratio);
void draw();
* screen. Some badguys like the flame might ignore this.
*/
void kill_me();
-
+
+ /** remove ourself from the list of badguys. WARNING! This function will
+ * invalidate all members. So don't do anything else with member after calling
+ * this.
+ */
+ void remove_me();
+ bool is_removable() const { return removable; }
+
private:
void action_bsod(float frame_ratio);
void action_laptop(float frame_ratio);
/** handles falling down. disables gravity calculation when we're back on
* ground */
void fall();
- /** remove ourself from the list of badguys. WARNING! This function will
- * invalidate all members. So don't do anything else with member after calling
- * this.
- */
- void remove_me();
+
/** let the player jump a bit (used when you hit a badguy) */
void make_player_jump(Player* player);
+
/** check if we're running left or right in a wall and eventually change
* direction
*/