4 // Copyright (C) 2006 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.
19 #ifndef SUPERTUX_MOVING_OBJECT_H
20 #define SUPERTUX_MOVING_OBJECT_H
24 #include "game_object.hpp"
25 #include "collision_hit.hpp"
26 #include "math/vector.hpp"
27 #include "math/rect.hpp"
33 /** Objects in DISABLED group are not tested for collisions */
34 COLGROUP_DISABLED = 0,
36 * "default" is moving object. MovingObjects get tested against all other
37 * objects and against other movingobjects
41 * a Moving object, that is not tested against other MovingObjects (or other
42 * MovingOnlyStatic objects), but is tested against all other objects.
44 COLGROUP_MOVING_ONLY_STATIC,
45 /** TODO write docu :-/ */
46 COLGROUP_MOVING_STATIC,
48 * Doesn't move and isn't explicitely checked for collisions with other
49 * objects (but other objects might check with this)
50 * The difference to COLGROUP_TOUCHABLE is that we can do multiple
51 * collision response tests in a row which is needed for static object
52 * that tux walks on. The results for collisions with STATIC objects
53 * are also sorted by time (so that the first hit gets handled first).
55 * Use this for static obstacles
59 * Isn't explicitely checked for collisions with other objects. But other
60 * objects might check with this object.
61 * Difference to COLGROUP_STATIC is that collisions with this object are
62 * only tested once and collision response is typically not handled
64 * Use this for touchable things like spikes/areas or collectibles like
70 * Should be used for tilemaps
76 * Base class for all dynamic/moving game objects. This class contains things
77 * for handling the bounding boxes and collision feedback.
79 class MovingObject : public GameObject
83 virtual ~MovingObject();
85 /** this function is called when the object collided with something solid */
86 virtual void collision_solid(const CollisionHit& hit)
90 /** this function is called when the object collided with any other object */
91 virtual HitResponse collision(GameObject& other, const CollisionHit& hit) = 0;
92 /** called when tiles with special attributes have been touched */
93 virtual void collision_tile(uint32_t tile_attributes)
95 (void) tile_attributes;
98 const Vector& get_pos() const
103 /** returns the bounding box of the Object */
104 const Rect& get_bbox() const
109 const Vector& get_movement() const
114 /** places the moving object at a specific position. Be carefull when
115 * using this function. There are no collision detection checks performed
116 * here so bad things could happen.
118 virtual void set_pos(const Vector& pos)
120 dest.move(pos-get_pos());
125 * sets the moving object's bbox to a specific width. Be careful when
126 * using this function. There are no collision detection checks performed
127 * here so bad things could happen.
129 virtual void set_width(float w)
136 * sets the moving object's bbox to a specific size. Be careful when
137 * using this function. There are no collision detection checks performed
138 * here so bad things could happen.
140 virtual void set_size(float w, float h)
146 CollisionGroup get_group() const
153 friend class CollisionGrid;
154 friend class Platform;
156 void set_group(CollisionGroup group)
161 /** The bounding box of the object (as used for collision detection, this
162 * isn't necessarily the bounding box for graphics)
165 /** The movement that will happen till next frame
168 /** The collision group */
169 CollisionGroup group;
173 * this is only here for internal collision detection use (don't touch this
174 * from outside collision detection code)
176 * This field holds the currently anticipated destination of the object
177 * during collision detection