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