#include "StaticObject.h" #include "CollisionManager.h" using namespace GameLogic; StaticObject::StaticObject() :Object() { } StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) :Object(rigidBody, EventOnCollision, type, objectID) { //use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static } StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) :Object(rigidBody, EventOnCollision, type, objectID) { //use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static } StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision) { this->extraDamageOnCollision = extraDamageOnCollision; //use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static } StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision) { this->extraDamageOnCollision = extraDamageOnCollision; //use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static } StaticObject::~StaticObject(void) { }