17 #ifndef HEADER_SUPERTUX_OBJECT_WATER_DROP_HPP 18 #define HEADER_SUPERTUX_OBJECT_WATER_DROP_HPP 20 #include "object/moving_sprite.hpp" 21 #include "supertux/physic.hpp" 30 virtual void update(
float dt_sec)
override;
43 WaterDropState wd_state;
45 std::string sprite_path;
Simple two dimensional vector.
Definition: vector.hpp:24
Physics engine.
Definition: physic.hpp:27
When a badguy melts, it creates this object.
Definition: water_drop.hpp:25
virtual void update(float dt_sec) override
This function is called once per frame and allows the object to update it's state.
Definition: water_drop.cpp:36
virtual void collision_solid(const CollisionHit &hit) override
this function is called when the object collided with something solid
Definition: water_drop.cpp:46
Base class for all the things that make up Levels' Sectors.
Definition: game_object.hpp:46
Abstract base class for MovingObjects that are represented by a Sprite.
Definition: moving_sprite.hpp:29
virtual HitResponse collision(GameObject &other, const CollisionHit &) override
this function is called when the object collided with any other object
Definition: water_drop.cpp:72
This class collects data about a collision.
Definition: collision_hit.hpp:44