virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
virtual void update(float elapsed_time);
+
const Vector& get_speed() const
{
return speed;
}
- /**
+ /**
* @name Scriptable Methods
- * @{
+ * @{
*/
/** Move platform until at given node, then stop */
/** Stop platform at next node */
void stop_moving();
- /**
- * @}
+ /**
+ * @}
*/
virtual void expose(HSQUIRRELVM vm, SQInteger table_idx);
private:
std::auto_ptr<Path> path;
std::auto_ptr<PathWalker> walker;
+
Vector speed;
+ bool automatic; /**< true if Platform will automatically pick a destination based on collisions and current Player position */
+ bool player_contact; /**< true if a Player touched the Platform during the last round of collision detections */
+ bool last_player_contact; /**< true if a Player touched the Platform during the round before the last round of collision detections */
+
};
#endif