Pool End Game
Chapter 3 of Ian Parberry's "Introduction to Game Physics with Box2D"
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The ball manager. More...
#include <BallManager.h>
Public Member Functions | |
CBallManager (int size) | |
Constructor. | |
CGameObject * | create (GameObjectType object, D3DXVECTOR2 position) |
Create a ball object. | |
void | draw () |
Draw all objects. | |
void | CollisionResponse () |
Collision detection and response. | |
BOOL | CollisionPoint (CBallObject *b1, CBallObject *b2, D3DXVECTOR2 &v, D3DXVECTOR2 &point) |
Public Member Functions inherited from CObjectManager | |
CObjectManager (int size) | |
Constructor. | |
~CObjectManager () | |
Destructor. | |
CGameObject * | create (GameObjectType objecttype) |
Create new object. | |
void | move () |
Move all objects. | |
void | clear () |
Clear the object list. | |
Additional Inherited Members | |
Protected Attributes inherited from CObjectManager | |
CGameObject ** | m_pObjectList |
List of game objects. | |
int | m_nCount |
How many objects in list. | |
int | m_nSize |
Maximum size of list. | |
The ball manager.
The ball manager is responsible for managing the pool balls.
void CBallManager::CollisionResponse | ( | ) |
Collision detection and response.
Perform collision response for all objects. This function basically consists of a for-loop on i calling CollisionResponse(i)
CGameObject * CBallManager::create | ( | GameObjectType | object, |
D3DXVECTOR2 | position | ||
) |
Create a ball object.
Create a new instance of a ball object.
object | The type of the new ball. |
position | Initial position. |
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virtual |
Draw all objects.
Ask the Render World to draw all of the game objects.
Reimplemented from CObjectManager.