* calls active_update and inactive_update
*/
virtual void update(float elapsed_time);
- /** Called when a collision with another object occured. The default
- * implemetnation calls collision_player, collision_solid, collision_badguy
+ /** Called when a collision with another object occurred. The default
+ * implementation calls collision_player, collision_solid, collision_badguy
* and collision_squished
*/
virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
- /** Called when a collision with tile with special attributes occured */
+ /** Called when a collision with tile with special attributes occurred */
virtual void collision_tile(uint32_t tile_attributes);
/** Set the badguy to kill/falling state, which makes him falling of the
/** called each frame when the badguy is not activated. */
virtual void inactive_update(float elapsed_time);
+ bool is_initialized; /**< true if initialize() has already been called */
+ /** called immediately before the first call to initialize */
+ virtual void initialize();
/**
* called when the badguy has been activated. (As a side effect the dir
* variable might have been changed so that it faces towards the player.
*/
Player* get_nearest_player();
- /// is the enemy activated
- bool activated;
/**
* initial position of the enemy. Also the position where enemy respawns when
* after being deactivated.
*/
bool is_active();
+ void set_colgroup_active(CollisionGroup group); /**< changes colgroup_active. Also calls set_group when badguy is in STATE_ACTIVE */
+
private:
void try_activate();
Timer state_timer;
bool on_ground_flag; /**< true if we touched something solid from above and update_on_ground_flag was called last frame */
Vector floor_normal; /**< floor normal stored the last time when update_on_ground_flag was called and we touched something solid from above */
+ CollisionGroup colgroup_active; /**< CollisionGroup the badguy should be in while active */
};