#define SUPERTUX_BADGUY_H
#include "SDL.h"
+#include "defines.h"
#include "bitmask.h"
#include "type.h"
#include "timer.h"
Direction dir;
private:
+ bool removable;
bool seen;
base_type old_base;
Timer timer;
Sprite* sprite_right;
int animation_offset;
- size_t animation_length;
- float animation_speed;
public:
- void init(float x, float y, BadGuyKind kind);
+ 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
*/
/** squish ourself, give player score and set dying to DYING_SQICHED */
void squish_me(Player* player);
/** set image of the badguy */
- void set_sprite(Sprite* left, Sprite* right,
- int animlength = 1, float animspeed = 1);
+ void set_sprite(Sprite* left, Sprite* right);
};
#endif /*SUPERTUX_BADGUY_H*/