class WalkingBadguy : public BadGuy
{
public:
- WalkingBadguy(const Vector& pos,
- const std::string& sprite_name,
- const std::string& walk_left_action,
- const std::string& walk_right_action,
+ WalkingBadguy(const Vector& pos,
+ const std::string& sprite_name,
+ const std::string& walk_left_action,
+ const std::string& walk_right_action,
int layer = LAYER_OBJECTS);
- WalkingBadguy(const Vector& pos, Direction direction,
- const std::string& sprite_name,
- const std::string& walk_left_action,
- const std::string& walk_right_action,
+ WalkingBadguy(const Vector& pos, Direction direction,
+ const std::string& sprite_name,
+ const std::string& walk_left_action,
+ const std::string& walk_right_action,
int layer = LAYER_OBJECTS);
- WalkingBadguy(const Reader& reader,
- const std::string& sprite_name,
- const std::string& walk_left_action,
- const std::string& walk_right_action,
+ WalkingBadguy(const Reader& reader,
+ const std::string& sprite_name,
+ const std::string& walk_left_action,
+ const std::string& walk_right_action,
int layer = LAYER_OBJECTS);
void initialize();
void active_update(float elapsed_time);
+ void active_update(float elapsed_time, float target_velocity);
void collision_solid(const CollisionHit& hit);
HitResponse collision_badguy(BadGuy& badguy, const CollisionHit& hit);
void freeze();