void active_update(float elapsed_time);
HitResponse collision_player(Player& player, const CollisionHit& hit);
+ virtual DartTrap* clone() const { return new DartTrap(*this); }
+
protected:
enum State {
IDLE, LOADING
void load(); /**< load a shot */
void fire(); /**< fire a shot */
-
- bool set_direction;
- Direction initial_direction;
+
float initial_delay; /**< time to wait before firing first shot */
float fire_delay; /**< reload time */
int ammo; /**< ammo left (-1 means unlimited) */
};
#endif
-