friend class FlipLevelTransformer;
virtual void hit(Player& player) = 0;
- void start_bounce();
- void start_break();
+ void start_bounce(GameObject* hitter);
+ void start_break(GameObject* hitter);
void break_me();
Sprite* sprite;
public:
Brick(const Vector& pos, int data);
- void try_break(bool playerhit = false);
+ void try_break(Player* player = false);
HitResponse collision(GameObject& other, const CollisionHit& hit);
protected: