////////////////////////////////////////////////// //Created by Erik and Linda of the GameLogic team ////////////////////////////////////////////////// #ifndef OBJECT_H #define OBJECT_H #include "GameLogicStates.h" #include namespace GameLogic { class Game; class Object { public: Object(); Object(void* collisionFunc, OBJECT_TYPE type); ~Object(void); OBJECT_TYPE GetType() const; int GetID() const; Oyster::Physics::ICustomBody* GetRigidBody(); void BeginFrame(); void EndFrame(); private: OBJECT_TYPE type; int objectID; protected: Oyster::Physics::ICustomBody *rigidBody; Oyster::Physics::ICustomBody::State setState; Oyster::Physics::ICustomBody::State getState; static const Game* gameInstance; }; } #endif