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Let Tux bounce off badguys when he's invincible. This let's us bounce off guys like...
[supertux.git]
/
src
/
moving_object.hpp
diff --git
a/src/moving_object.hpp
b/src/moving_object.hpp
index
7117777
..
d18615f
100644
(file)
--- a/
src/moving_object.hpp
+++ b/
src/moving_object.hpp
@@
-1,7
+1,7
@@
-// $Id
: moving_object.h 2295 2005-03-30 01:52:14Z matzebraun
$
+// $Id$
//
//
-// SuperTux
- A Jump'n Run
-// Copyright (C) 200
4 Matthias Braun <matze@braunis.de
+// SuperTux
+// Copyright (C) 200
6 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
@@
-19,6
+19,8
@@
#ifndef SUPERTUX_MOVING_OBJECT_H
#define SUPERTUX_MOVING_OBJECT_H
#ifndef SUPERTUX_MOVING_OBJECT_H
#define SUPERTUX_MOVING_OBJECT_H
+#include <stdint.h>
+
#include "game_object.hpp"
#include "collision_hit.hpp"
#include "math/vector.hpp"
#include "game_object.hpp"
#include "collision_hit.hpp"
#include "math/vector.hpp"
@@
-30,6
+32,8
@@
class CollisionGrid;
enum CollisionGroup {
COLGROUP_DISABLED,
COLGROUP_MOVING,
enum CollisionGroup {
COLGROUP_DISABLED,
COLGROUP_MOVING,
+ // moving object but don't collide against other moving objects
+ COLGROUP_MOVING_ONLY_STATIC,
COLGROUP_STATIC,
COLGROUP_MOVINGSTATIC,
COLGROUP_TOUCHABLE,
COLGROUP_STATIC,
COLGROUP_MOVINGSTATIC,
COLGROUP_TOUCHABLE,
@@
-51,6
+55,11
@@
public:
*/
virtual HitResponse collision(GameObject& other,
const CollisionHit& hit) = 0;
*/
virtual HitResponse collision(GameObject& other,
const CollisionHit& hit) = 0;
+ /** called when tiles with special attributes have been touched */
+ virtual void collision_tile(uint32_t tile_attributes)
+ {
+ (void) tile_attributes;
+ }
const Vector& get_pos() const
{
const Vector& get_pos() const
{
@@
-101,6
+110,10
@@
protected:
Vector movement;
/** The collision group */
CollisionGroup group;
Vector movement;
/** The collision group */
CollisionGroup group;
+
+private:
+ // this is only here for internal collision detection use
+ Rect dest;
};
#endif
};
#endif