17 #ifndef HEADER_SUPERTUX_BADGUY_CRYSTALLO_HPP 18 #define HEADER_SUPERTUX_BADGUY_CRYSTALLO_HPP 20 #include "badguy/walking_badguy.hpp" 29 virtual std::string get_class()
const override {
return "crystallo"; }
30 virtual std::string get_display_name()
const override {
return _(
"Crystallo"); }
virtual bool collision_squished(GameObject &object) override
Called when the player hit the badguy from above.
Definition: crystallo.cpp:62
virtual void active_update(float dt_sec) override
called each frame when the badguy is activated.
Definition: crystallo.cpp:44
Base class for Badguys that walk on the floor.
Definition: walking_badguy.hpp:25
Definition: object_settings.hpp:35
Base class for all the things that make up Levels' Sectors.
Definition: game_object.hpp:46
Basic badguy, patrols around a fixed position.
Definition: crystallo.hpp:23
virtual bool is_flammable() const override
Returns whether to call ignite() when a badguy gets hit by a fire bullet.
Definition: crystallo.cpp:70
Definition: reader_mapping.hpp:31