3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2004 Matthias Braun <matze@braunis.de
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 #ifndef SUPERTUX_MOVING_OBJECT_H
21 #define SUPERTUX_MOVING_OBJECT_H
23 #include "../special/base.h"
24 #include "../special/game_object.h"
25 #include "../math/vector.h"
26 //#include "rectangle.h"
32 * Base class for all dynamic/moving game objects. This class contains things
33 * for handling the bounding boxes and collision feedback.
35 class MovingObject : public GameObject
39 virtual ~MovingObject();
41 /** this function is called when the object collided with any other object
43 virtual void collision(const MovingObject& other_object,
44 int collision_type) = 0;
46 Vector get_pos() const
48 return Vector(base.x, base.y);
55 #if 0 // this will be used in my collision detection rewrite later
56 /// the current position of the object
58 /// the position we want to move until next frame
60 /// the bounding box relative to the current position
61 Rectangle bounding_box;
65 } //namespace SuperTux
67 #endif /*SUPERTUX_MOVING_OBJECT_H*/