bool dying;
bool backflipping;
int backflip_direction;
+ Direction peeking;
public:
Direction dir;
virtual void update(float elapsed_time);
virtual void draw(DrawingContext& context);
+ virtual void collision_solid(const CollisionHit& hit);
virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
virtual void collision_tile(uint32_t tile_attributes);
{
return dying;
}
+ Direction peeking_direction() const
+ {
+ return peeking;
+ }
void kill(bool completely);
void check_bounds(Camera* camera);
void move(const Vector& vector);
- virtual void add_bonus(const std::string& bonus);
+ virtual bool add_bonus(const std::string& bonus);
virtual void add_coins(int count);
- void add_bonus(BonusType type, bool animate = false); /**< picks up a bonus, taking care not to pick up lesser bonus items than we already have */
- void set_bonus(BonusType type, bool animate = false); /**< like add_bonus, but can also downgrade the bonus items carried */
+
+ /**
+ * picks up a bonus, taking care not to pick up lesser bonus items than we already have
+ *
+ * @returns true if the bonus has been set (or was already good enough)
+ * false if the bonus could not be set (for example no space for big tux)
+ */
+ bool add_bonus(BonusType type, bool animate = false);
+ /**
+ * like add_bonus, but can also downgrade the bonus items carried
+ */
+ bool set_bonus(BonusType type, bool animate = false);
+
PlayerStatus* get_status()
{
return player_status;
Sprite* smalltux_gameover;
Sprite* smalltux_star;
Sprite* bigtux_star;
+
Vector floor_normal;
bool ghost_mode; /**< indicates if Tux should float around and through solid objects */