17 #ifndef HEADER_SUPERTUX_BADGUY_IGEL_HPP 18 #define HEADER_SUPERTUX_BADGUY_IGEL_HPP 20 #include "badguy/walking_badguy.hpp" 32 virtual bool is_freezable()
const override;
33 virtual std::string get_class()
const override {
return "igel"; }
34 virtual std::string get_display_name()
const override {
return _(
"Igel"); }
45 Timer turn_recover_timer;
49 Igel& operator=(
const Igel&) =
delete;
void be_normal()
switch to state STATE_NORMAL
Definition: igel.cpp:39
Definition: bullet.hpp:26
void turn_around()
reverse direction, assumes we are in STATE_NORMAL
Definition: igel.cpp:45
Base class for Badguys that walk on the floor.
Definition: walking_badguy.hpp:25
virtual void active_update(float dt_sec) override
called each frame when the badguy is activated.
Definition: igel.cpp:65
bool can_see(const MovingObject &o) const
check if we can see o
Definition: igel.cpp:52
virtual HitResponse collision_bullet(Bullet &bullet, const CollisionHit &hit) override
Called when the badguy collided with a bullet.
Definition: igel.cpp:87
Base class for all dynamic/moving game objects.
Definition: moving_object.hpp:31
Simple timer designed to be used in the update functions of objects.
Definition: timer.hpp:24
Definition: reader_mapping.hpp:31
Badguy "Igel" - a hedgehog that can absorb bullets.
Definition: igel.hpp:23
This class collects data about a collision.
Definition: collision_hit.hpp:44