/** Set the badguy to kill/falling state, which makes him falling of
the screen (his sprite is turned upside-down) */
virtual void kill_fall();
-
+
/** Call this, if you use custom kill_fall() or kill_squashed(GameObject& object) */
virtual void run_dead_script();
/** 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. */
bool is_active();
/** changes colgroup_active. Also calls set_group when badguy is in STATE_ACTIVE */
- void set_colgroup_active(CollisionGroup group);
+ void set_colgroup_active(CollisionGroup group);
private:
void try_activate();
protected:
Physic physic;
-public:
+public:
/** Count this badguy to the statistics? This value should not be
changed during runtime. */
bool countMe;
protected:
/** true if initialize() has already been called */
- bool is_initialized;
+ bool is_initialized;
Vector start_position;
/** true if state was STATE_ACTIVE at the beginning of the last call
to update() */
- bool is_active_flag;
+ bool is_active_flag;
Timer state_timer;
/** true if we touched something solid from above and
update_on_ground_flag was called last frame */
- bool on_ground_flag;
+ bool on_ground_flag;
/** floor normal stored the last time when update_on_ground_flag was
called and we touched something solid from above */
- Vector floor_normal;
-
+ Vector floor_normal;
+
/** CollisionGroup the badguy should be in while active */
CollisionGroup colgroup_active;