void collision_solid(const CollisionHit& hit);
HitResponse collision_player(Player& player, const CollisionHit& hit);
HitResponse collision_badguy(BadGuy& other, const CollisionHit& hit);
+ HitResponse collision_bullet(Bullet& bullet, const CollisionHit& );
void kill_fall();
void draw(DrawingContext& context);
protected:
Timer timer;
StalactiteState state;
+ Vector shake_delta;
};
#endif