void activate();
void active_update(float elapsed_time);
void write(lisp::Writer& writer);
- HitResponse collision_solid(GameObject& other, const CollisionHit& hit);
+ void collision_solid(const CollisionHit& hit);
virtual MrRocket* clone() const { return new MrRocket(*this); }
protected:
bool collision_squished(Player& player);
- bool set_direction;
- Direction initial_direction;
Timer collision_timer;
};
#endif
-