17 #ifndef HEADER_SUPERTUX_OBJECT_POWERUP_HPP 18 #define HEADER_SUPERTUX_OBJECT_POWERUP_HPP 20 #include "object/moving_sprite.hpp" 21 #include "supertux/physic.hpp" 29 virtual void update(
float dt_sec)
override;
34 virtual std::string get_class()
const override {
return "powerup"; }
35 virtual std::string get_display_name()
const override {
return _(
"Power-up"); }
41 virtual void initialize();
47 SpritePtr lightsprite;
Simple two dimensional vector.
Definition: vector.hpp:24
virtual void collision_solid(const CollisionHit &hit) override
this function is called when the object collided with something solid
Definition: powerup.cpp:77
Physics engine.
Definition: physic.hpp:27
virtual HitResponse collision(GameObject &other, const CollisionHit &hit) override
this function is called when the object collided with any other object
Definition: powerup.cpp:88
Definition: object_settings.hpp:35
Definition: powerup.hpp:23
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: powerup.cpp:170
virtual void update(float dt_sec) override
This function is called once per frame and allows the object to update it's state.
Definition: powerup.cpp:139
Definition: reader_mapping.hpp:31
Abstract base class for MovingObjects that are represented by a Sprite.
Definition: moving_sprite.hpp:29
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