BAD_FLYINGSNOWBALL,
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;
+ float angle;
Sprite* sprite_left;
Sprite* sprite_right;
virtual void write(LispWriter& writer);
virtual void action(float frame_ratio);
- virtual void draw(ViewPort& viewport, int layer);
+ virtual void draw(Camera& viewport, int layer);
virtual void collision(const MovingObject& other, int type);
- virtual std::string type() const
- { return "BadGuy"; };
void collision(void* p_c_object, int c_object,
CollisionType type = COLLISION_NORMAL);
void action_flyingsnowball(double frame_ratio);
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);
/** handles falling down. disables gravity calculation when we're back on
* ground */
/** 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