text: #ifndef __MODULEBOMB_H__
  #define __MODULEBOMB_H__
  
  #include "Module.h"
  #include "Animation.h"
  #include "Point.h"
  
  struct SDL_Texture;
  struct Collider;
  
  class ModuleBomb : public Module
  {
  public:
  	// Constructor
  	ModuleBomb(bool startEnabled);
  
  	// Destructor
  	~ModuleBomb();
  
  	// Called when the module is activated
  	// Loads the necessary textures for the player
  	bool Start() override;
  
  	// Called at the middle of the application loop
  	// Processes new input and handles player movement
  	UpdateResult Update() override;
  
  	UpdateResult PreUpdate() override;
  
  	// Called at the end of the application loop
  	// Performs the render call of the player sprite
  	UpdateResult PostUpdate() override;
  
  	// Collision callback, called when the player intersects with another collider
  	void OnCollision(Collider* c1, Collider* c2) override;
  	bool BombUp = true;
  	bool ExplosionUp = false;
  
  
  	// Draws gamepad debug info in the screen
  	void DrawBomb();
  	void PutBomb();
  
  private:
  	// Position of the player in the map
  	fPoint position;
  	fPoint prevposition;
  
  	// A set of steps that define the position in the screen
  // And an animation for each step
  
  
  	// This enemy has one sprite and one frame
  	// We are keeping it an animation for consistency with other enemies
  	bool bomb = true;
  	
  	
  	bool FireUp1 = true;
  	bool FireUp2 = true;
  	bool FireDown1 = true;
  	bool FireDown2 = true;
  	bool FireRight1 = true;
  	bool FireRight2 = true;
  	bool FireLeft1 = true;
  	bool FireLeft2 = true;
  	int timerB = 0;
  	int timerE = 0;
  	uint blastFx = 0;
  	uint placeFx = 0;
  	Collider* ColliderFireCenter = nullptr;
  
  	Collider* ColliderFireup1 = nullptr;
  	Collider* ColliderFireup2 = nullptr;
  
  	Collider* ColliderFiredown1 = nullptr;
  	Collider* ColliderFiredown2 = nullptr;
  
  	Collider* CollideFireright1 = nullptr;
  	Collider* CollideFireright2 = nullptr;
  
  	Collider* ColliderFireleft1 = nullptr;
  	Collider* ColliderFireleft2 = nullptr;
  
  	Collider* ColliderBomb = nullptr;
  };
  
  
  #endif // __MODULEBOMB_H__