#define HEADER_SUPERTUX_OBJECT_ICECRUSHER_HPP
#include "object/moving_sprite.hpp"
+#include "supertux/physic.hpp"
class Player;
virtual void collision_solid(const CollisionHit& hit);
virtual void update(float elapsed_time);
+#if 0
const Vector& get_speed() const
{
return speed;
}
+#endif
protected:
enum IceCrusherState {
};
IceCrusherState state;
Vector start_position;
- Vector speed;
+ Physic physic;
+ float cooldown_timer;
Player* get_nearest_player();
bool found_victim();
void set_state(IceCrusherState state, bool force = false);
+private:
+ enum IceCrusherSize {
+ NORMAL,
+ LARGE
+ };
+ IceCrusherSize ic_size;
};
#endif