+
+int player_sound(player_t *player,
+ sound_samples_t *sound_samples)
+{
+ if (player->play_die_cue) {
+ player->play_die_cue = 0;
+
+ if (sound_samples_play_sound(sound_samples, 0, 0) < 0) {
+ return -1;
+ }
+ }
+
+ return 0;
+}
+
+void player_touches_rect_sides(player_t *player,
+ rect_t object,
+ int sides[RECT_SIDE_N])
+{
+ if (player->state == PLAYER_STATE_ALIVE) {
+ rigid_rect_touches_rect_sides(player->alive_body, object, sides);
+ }
+}
+
+void player_apply_force(player_t *player, vec_t force)
+{
+ if (player->state == PLAYER_STATE_ALIVE) {
+ rigid_rect_apply_force(player->alive_body, force);
+ }
+}