virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
virtual void update(float elapsed_time);
+
const Vector& get_speed() const
{
return speed;
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