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 */
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,
46 * Doesn't move and isn't explicitely checked for collisions with other
47 * objects (but other objects might check with this)
48 * The difference to COLGROUP_TOUCHABLE is that we can do multiple
49 * collision response tests in a row which is needed for static object
50 * that tux walks on. The results for collisions with STATIC objects
51 * are also sorted by time (so that the first hit gets handled first).
53 * Use this for static obstacles
57 * Isn't explicitely checked for collisions with other objects. But other
58 * objects might check with this object.
59 * Difference to COLGROUP_STATIC is that collisions with this object are
60 * only tested once and collision response is typically not handled
62 * Use this for touchable things like spikes/areas or collectibles like
68 * Should be used for tilemaps
74 * Base class for all dynamic/moving game objects. This class contains things
75 * for handling the bounding boxes and collision feedback.
77 class MovingObject : public GameObject
80 MovingObject(std::string name = "");
81 MovingObject(const lisp::Lisp& lisp);
82 virtual ~MovingObject();
84 /** this function is called when the object collided with something solid */
85 virtual void collision_solid(const CollisionHit& hit)
89 /** this function is called when the object collided with any other object */
90 virtual HitResponse collision(GameObject& other, const CollisionHit& hit) = 0;
91 /** called when tiles with special attributes have been touched */
92 virtual void collision_tile(uint32_t tile_attributes)
94 (void) tile_attributes;
97 const Vector& get_pos() const
102 /** returns the bounding box of the Object */
103 const Rect& get_bbox() const
108 const Vector& get_movement() const
113 /** places the moving object at a specific position. Be carefull when
114 * using this function. There are no collision detection checks performed
115 * here so bad things could happen.
117 virtual void set_pos(const Vector& pos)
119 dest.move(pos-get_pos());
124 * sets the moving object's bbox to a specific width. Be careful when
125 * using this function. There are no collision detection checks performed
126 * here so bad things could happen.
128 virtual void set_width(float w)
135 * sets the moving object's bbox to a specific size. Be careful when
136 * using this function. There are no collision detection checks performed
137 * here so bad things could happen.
139 /*virtual void set_size(float w, float h)
145 CollisionGroup get_group() const
150 void set_group(CollisionGroup group)
155 // --- BEGIN METHODS TO EXPOSE TO SQUIRREL --- //
156 void set_solid(bool solid)
160 bool is_solid() const
164 void move(float x, float y)
166 bbox.move(Vector(x, y));
168 void set_pos(float x, float y)
170 set_pos(Vector(x, y));
172 float get_pos_x() const
174 return bbox.get_left();
176 float get_pos_y() const
178 return bbox.get_top();
180 void set_size(float w, float h)
185 float get_width() const
187 return bbox.get_width();
189 float get_height() const
191 return bbox.get_height();
193 void set_velocity(float x, float y)
195 movement = Vector(x, y);
197 float get_velocity_x() const
201 float get_velocity_y() const
205 // --- END METHODS TO EXPOSE TO SQUIRREL --- //
208 MovingObject(Rect bbox, CollisionGroup group, bool solid);
210 friend class CollisionGrid;
211 friend class Platform;
213 /** The bounding box of the object (as used for collision detection, this
214 * isn't necessarily the bounding box for graphics)
217 /** The movement that will happen till next frame
220 /** The collision group */
221 CollisionGroup group;
225 * this is only here for internal collision detection use (don't touch this
226 * from outside collision detection code)
228 * This field holds the currently anticipated destination of the object
229 * during collision detection
233 bool solid; /**< true if this object should be considered when doing collision detection */