void initialize();
void collision_solid(const CollisionHit& hit);
+ void kill_fall();
protected:
+ bool is_above_player (void);
void active_update (float elapsed_time);
bool collision_squished(GameObject& object);
- HitResponse collision_player(Player& player, const CollisionHit& hit);
std::string carried_obj_name;
Portable *carried_object;
+
+private:
+ Owl(const Owl&);
+ Owl& operator=(const Owl&);
};
#endif /* HEADER_SUPERTUX_BADGUY_OWL_HPP */