4 Enemy::Enemy(Game
* agame
): Shooter(agame
, Ponto(0,0), Ponto(0,0)) {
11 game
->enemyManager
->remove(this);
12 game
->gravityManager
->deleteThing(this);
13 game
->collisionManager
->remove(this);
20 void Enemy::collide(Thing
* b
) {
22 Shot
* shot
= dynamic_cast<Shot
*>(b
);
23 if (shot
&& shot
->firedBy
!= this) {