17 #ifndef HEADER_SUPERTUX_OBJECT_WATER_DROP_HPP 18 #define HEADER_SUPERTUX_OBJECT_WATER_DROP_HPP 20 #include "object/moving_sprite.hpp" 21 #include "supertux/physic.hpp" 28 WaterDrop(
const Vector& pos,
const std::string& sprite_path_,
const Vector& velocity);
32 virtual void update(
float dt_sec)
override;
45 WaterDropState wd_state;
47 std::string sprite_path;
Physics engine.
Definition: physic.hpp:27
When a badguy melts, it creates this object.
Definition: water_drop.hpp:25
virtual void update(float dt_sec) override
This function is called once per frame and allows the object to update it's state.
Definition: water_drop.cpp:36
virtual void collision_solid(const CollisionHit &hit) override
this function is called when the object collided with something solid
Definition: water_drop.cpp:46
virtual GameObjectClasses get_class_types() const override
List notable classes in inheritance hierarchy of class.
Definition: moving_sprite.hpp:60
This class is responsible for: Updating and drawing the object.
Definition: game_object.hpp:83
virtual GameObjectClasses get_class_types() const override
List notable classes in inheritance hierarchy of class.
Definition: water_drop.hpp:30
A helper structure to list all the type_indexes of the classes in the type hierarchy of a given class...
Definition: game_object.hpp:57
Abstract base class for ""MovingObject""s, that are represented by a sprite.
Definition: moving_sprite.hpp:33
virtual HitResponse collision(GameObject &other, const CollisionHit &) override
this function is called when the object collided with any other object
Definition: water_drop.cpp:72
This class collects data about a collision.
Definition: collision_hit.hpp:44