Pool End Game
Chapter 3 of Ian Parberry's "Introduction to Game Physics with Box2D"
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The game object. More...
#include <Object.h>
Public Member Functions | |
CGameObject (GameObjectType objecttype) | |
Constructor. | |
virtual void | move () |
Move yourself, raus raus raus! | |
Protected Attributes | |
GameObjectType | m_nObjectType |
Object type. | |
D3DXVECTOR2 | m_vPosition |
Current position. | |
D3DXVECTOR2 | m_vVelocity |
Current velocity. | |
int | m_nLastMoveTime |
Last time moved. | |
BOOL | m_bAtRest |
Whether object is at rest. | |
int | m_nFrictionTime |
Timer for applying friction. | |
Friends | |
class | CObjectManager |
class | CBallManager |
class | CObjectWorld |
class | CRenderWorld |
The game object.
Game objects are responsible for remembering information about themselves, in particular, their representations in Render World and Physics World.
CGameObject::CGameObject | ( | GameObjectType | objecttype | ) |
Constructor.
Constructor for a game object.
objecttype | Object type. |
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virtual |
Move yourself, raus raus raus!
Move in proportion to velocity vector and time since last move, and apply a small amount of friction to reduce the velocity.
Reimplemented in CBallObject.