18 #ifndef HEADER_SUPERTUX_BADGUY_HAYWIRE_HPP 19 #define HEADER_SUPERTUX_BADGUY_HAYWIRE_HPP 21 #include "badguy/walking_badguy.hpp" 31 virtual void ignite()
override;
35 virtual bool is_freezable()
const override;
36 virtual void freeze()
override;
41 virtual std::string get_class()
const override {
return "haywire"; }
42 virtual std::string get_display_name()
const override {
return _(
"Haywire"); }
48 void start_exploding();
49 void stop_exploding();
53 float time_until_explosion;
57 std::unique_ptr<SoundSource> ticking;
58 std::unique_ptr<SoundSource> grunting;
virtual void active_update(float dt_sec) override
called each frame when the badguy is activated.
Definition: haywire.cpp:101
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: haywire.cpp:144
Base class for Badguys that walk on the floor.
Definition: walking_badguy.hpp:25
virtual void play_looping_sounds() override
continues all looping sounds
Definition: haywire.cpp:226
virtual void freeze() override
Called when hit by an ice bullet, and is_freezable() returns true.
Definition: haywire.cpp:171
virtual bool collision_squished(GameObject &object) override
Called when the player hit the badguy from above.
Definition: haywire.cpp:66
virtual void stop_looping_sounds() override
stops all looping sounds
Definition: haywire.cpp:216
Definition: haywire.hpp:25
Base class for all the things that make up Levels' Sectors.
Definition: game_object.hpp:46
A sound source represents the source of audio output.
Definition: sound_source.hpp:25
virtual void ignite() override
Called when hit by a fire bullet, and is_flammable() returns true.
Definition: haywire.cpp:165
Definition: reader_mapping.hpp:31