19 #ifndef HEADER_SUPERTUX_BADGUY_GOLDBOMB_HPP 20 #define HEADER_SUPERTUX_BADGUY_GOLDBOMB_HPP 22 #include "badguy/walking_badguy.hpp" 23 #include "object/portable.hpp" 40 virtual void ungrab(
MovingObject&
object, Direction dir)
override;
41 virtual bool is_portable()
const override;
43 virtual void freeze()
override;
44 virtual bool is_freezable()
const override;
47 virtual void ignite()
override;
48 virtual std::string get_class()
const override {
return "goldbomb"; }
49 virtual std::string get_display_name()
const override {
return _(
"Golden bomb"); }
68 std::unique_ptr<SoundSource> ticking;
Base class for moving sprites that can hurt the Player.
Definition: badguy.hpp:31
Definition: goldbomb.hpp:27
virtual void play_looping_sounds() override
continues all looping sounds
Definition: goldbomb.cpp:262
Simple two dimensional vector.
Definition: vector.hpp:24
virtual void active_update(float dt_sec) override
called each frame when the badguy is activated.
Definition: goldbomb.cpp:135
virtual void ignite() override
Called when hit by a fire bullet, and is_flammable() returns true.
Definition: goldbomb.cpp:179
virtual void grab(MovingObject &object, const Vector &pos, Direction dir) override
called each frame when the object has been grabbed.
Definition: goldbomb.cpp:185
An object that inherits from this object is considered "portable" and can be carried around by the pl...
Definition: portable.hpp:29
virtual bool collision_squished(GameObject &object) override
Called when the player hit the badguy from above.
Definition: goldbomb.cpp:107
Base class for Badguys that walk on the floor.
Definition: walking_badguy.hpp:25
virtual void collision_solid(const CollisionHit &hit) override
Called when the badguy collided with solid ground.
Definition: goldbomb.cpp:56
virtual HitResponse collision(GameObject &object, const CollisionHit &hit) override
Called when a collision with another object occurred.
Definition: goldbomb.cpp:73
virtual void stop_looping_sounds() override
stops all looping sounds
Definition: goldbomb.cpp:255
Base class for all the things that make up Levels' Sectors.
Definition: game_object.hpp:46
Base class for all dynamic/moving game objects.
Definition: moving_object.hpp:31
A sound source represents the source of audio output.
Definition: sound_source.hpp:25
virtual HitResponse collision_badguy(BadGuy &badguy, const CollisionHit &hit) override
Called when the badguy collided with another badguy.
Definition: goldbomb.cpp:99
virtual void kill_fall() override
Set the badguy to kill/falling state, which makes him falling of the screen (his sprite is turned ups...
Definition: goldbomb.cpp:154
Definition: reader_mapping.hpp:31
Definition: player.hpp:39
virtual HitResponse collision_player(Player &player, const CollisionHit &hit) override
Called when the badguy collided with a player.
Definition: goldbomb.cpp:89
virtual void freeze() override
Called when hit by an ice bullet, and is_freezable() returns true.
Definition: goldbomb.cpp:236
This class collects data about a collision.
Definition: collision_hit.hpp:44