18 #ifndef HEADER_SUPERTUX_BADGUY_ZEEKLING_HPP 19 #define HEADER_SUPERTUX_BADGUY_ZEEKLING_HPP 21 #include "badguy/badguy.hpp" 32 virtual void freeze()
override;
34 virtual bool is_freezable()
const override;
35 virtual std::string get_class()
const override {
return "zeekling"; }
36 virtual std::string get_display_name()
const override {
return _(
"Zeekling"); }
39 virtual bool collision_squished(
GameObject&
object)
override;
41 bool should_we_dive();
42 void onBumpHorizontal();
43 void onBumpVertical();
54 Timer diveRecoverTimer;
Base class for moving sprites that can hurt the Player.
Definition: badguy.hpp:31
virtual void unfreeze() override
Called to unfreeze the badguy.
Definition: zeekling.cpp:208
Simple two dimensional vector.
Definition: vector.hpp:24
Definition: zeekling.hpp:23
virtual void collision_solid(const CollisionHit &hit) override
Called when the badguy collided with solid ground.
Definition: zeekling.cpp:106
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
virtual void active_update(float dt_sec) override
called each frame when the badguy is activated.
Definition: zeekling.cpp:175
virtual void initialize() override
called immediately before the first call to initialize
Definition: zeekling.cpp:39
virtual void freeze() override
Called when hit by an ice bullet, and is_freezable() returns true.
Definition: zeekling.cpp:201
Simple timer designed to be used in the update functions of objects.
Definition: timer.hpp:24
Definition: reader_mapping.hpp:31
This class collects data about a collision.
Definition: collision_hit.hpp:44