HitResponse collision(GameObject& other, const CollisionHit& hit);
void update(float elapsed_time);
+protected:
+ /**
+ * called by self when hit by a bullet
+ */
+ void startBurning();
+
+ /**
+ * pass hit to nearby WeakBlock objects
+ */
+ void spreadHit();
+
private:
enum State {
STATE_NORMAL, /**< default state */