17 #ifndef HEADER_SUPERTUX_OBJECT_EXPLOSION_HPP 18 #define HEADER_SUPERTUX_OBJECT_EXPLOSION_HPP 20 #include "object/moving_sprite.hpp" 30 virtual void update(
float dt_sec)
override;
35 bool hurts()
const {
return hurt; }
36 void hurts (
bool val) { hurt = val; }
38 bool pushes()
const {
return push; }
39 void pushes (
bool val) { push = val; }
55 SpritePtr lightsprite;
Just your average explosion - goes boom, hurts Tux.
Definition: explosion.hpp:23
Explosion(const Vector &pos)
Create new Explosion centered(!) at pos.
Definition: explosion.cpp:29
virtual void update(float dt_sec) override
This function is called once per frame and allows the object to update it's state.
Definition: explosion.cpp:113
Simple two dimensional vector.
Definition: vector.hpp:24
virtual HitResponse collision(GameObject &other, const CollisionHit &hit) override
this function is called when the object collided with any other object
Definition: explosion.cpp:135
Base class for all the things that make up Levels' Sectors.
Definition: game_object.hpp:46
virtual void draw(DrawingContext &context) override
The GameObject should draw itself onto the provided DrawingContext if this function is called...
Definition: explosion.cpp:128
Definition: reader_mapping.hpp:31
Abstract base class for MovingObjects that are represented by a Sprite.
Definition: moving_sprite.hpp:29
virtual bool is_saveable() const override
Indicates if the object will be saved.
Definition: explosion.hpp:33
This class provides functions for drawing things on screen.
Definition: drawing_context.hpp:42
This class collects data about a collision.
Definition: collision_hit.hpp:44