156 lines
3.1 KiB
C++
Executable file
156 lines
3.1 KiB
C++
Executable file
/*
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* Body.cpp
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*
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* Created on: 11.08.2012
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* Author: Felix
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*/
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#include "Body.h"
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#include <math.h>
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#include <Thor/Vectors.hpp>
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const String Body::KEY_SIZE = "size";
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const Vector2i Body::DEFAULT_SIZE = Vector2i(50, 50);
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/**
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* Initializes Box2D body.
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*
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* @param data Data needed for construction.
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*/
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Body::Body(const PhysicalData& data, const Yaml& config, const Vector2i& pSize) :
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mDelete(false) {
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}
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/**
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* Used to make this class pure virtual without any pure virtual function.
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*/
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Body::~Body() {
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}
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/**
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* Initializes container.
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*/
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Body::PhysicalData::PhysicalData( const Vector2f& position, World& world, Category category,
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unsigned short maskExclude, bool moving, bool bullet, bool circle) :
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position(position),
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world(world),
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category(category),
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maskExclude(maskExclude),
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moving(moving),
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bullet(bullet),
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circle(circle) {
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}
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/**
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* Returns the position of the sprite (center).
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*/
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Vector2f
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Body::getPosition() const {
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return Vector2f();
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}
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/**
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* Returns the movement speed of the body.
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*/
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Vector2f
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Body::getSpeed() const {
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return Vector2f();
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}
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/**
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* Returns the rotation of the body (converted to an SFML angle).
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*/
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float
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Body::getAngle() const {
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return 0;
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}
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/**
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* Returns true if this object should be deleted.
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*/
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bool
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Body::getDelete() const {
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return mDelete;
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}
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/**
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* Returns the Physical::Category of this object.
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*/
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Body::Category
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Body::getCategory() const {
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return CATEGORY_WORLD;
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}
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/**
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* Returns the size of the body as a vector.
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*/
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Vector2f
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Body::getSize() const {
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return Vector2f();
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}
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/**
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* Returns true if collisions are enabled for the body.
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*/
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bool
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Body::isSolid() const {
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return false;
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}
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/**
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* Returns true if the body is able to move.
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*/
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bool
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Body::isMovable() const {
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return false;
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}
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/**
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* This method filters collisions with other physicals. Implement it if you want to
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* limit collisions to/with certain objects. Default implementation always returns true.
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*
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* @param other The Physical this object is about to collide with.
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* @return True if the objects should collide.
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*/
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bool
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Body::doesCollide(Body& other) {
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return true;
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}
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/**
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* Called when a collision with another body occured. Override this method
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* to manage collision events.
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*
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* @param other Reference to the other Physical in the collision.
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* @param category The Category of the other object (as passed in constructor).
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*/
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void
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Body::onCollide(Body& other, Category type) {
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}
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/**
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* Set to true to mark this object for deletion from the world.
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*/
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void
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Body::setDelete(bool value) {
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mDelete = value;
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}
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/**
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* Sets movement speed and direction of the body. Set either value to zero to stop movement.
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*
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* @param direction The direction the body moves in, does not have to be normalized.
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* @param speed The value of the movement speed to be used.
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*/
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void
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Body::setSpeed(Vector2f direction, float speed) {
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}
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/**
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* Sets the angle of the body based on the direction of a vector.
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*/
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void
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Body::setAngle(float angle) {
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}
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