X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fobject%2Fskull_tile.hpp;h=cf715ec02e40064a1ba6dd5be539cec02af12ad2;hb=08813a74da6ac1fd045a105e4e8105f1d7f716f0;hp=50c38e335c7dd70efc4ad09625d5030ecb7d7e69;hpb=f406067af6cbeb0a638078fe1d386d092583909c;p=supertux.git diff --git a/src/object/skull_tile.hpp b/src/object/skull_tile.hpp index 50c38e335..cf715ec02 100644 --- a/src/object/skull_tile.hpp +++ b/src/object/skull_tile.hpp @@ -1,12 +1,10 @@ -// $Id$ -// // SuperTux // Copyright (C) 2006 Matthias Braun // -// This program is free software; you can redistribute it and/or -// modify it under the terms of the GNU General Public License -// as published by the Free Software Foundation; either version 2 -// of the License, or (at your option) any later version. +// This program is free software: you can redistribute it and/or modify +// it under the terms of the GNU General Public License as published by +// the Free Software Foundation, either version 3 of the License, or +// (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of @@ -14,33 +12,32 @@ // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License -// along with this program; if not, write to the Free Software -// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +// along with this program. If not, see . -#ifndef __SKULL_TILE_H__ -#define __SKULL_TILE_H__ +#ifndef HEADER_SUPERTUX_OBJECT_SKULL_TILE_HPP +#define HEADER_SUPERTUX_OBJECT_SKULL_TILE_HPP #include "object/moving_sprite.hpp" -#include "physic.hpp" -#include "timer.hpp" class Player; /** A tile that starts falling down if tux stands to long on it */ -class SkullTile : public MovingSprite, private UsesPhysic +class SkullTile : public MovingSprite { public: - SkullTile(const lisp::Lisp& lisp); - virtual SkullTile* clone() const { return new SkullTile(*this); } + SkullTile(const Reader& lisp); HitResponse collision(GameObject& other, const CollisionHit& hit); void update(float elapsed_time); void draw(DrawingContext& context); private: + Physic physic; Timer timer; bool hit; bool falling; }; #endif + +/* EOF */