Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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JugemDirector.hh
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#pragma once
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#include "game/field/jugem/JugemUnit.hh"
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namespace
Kinoko::Field
{
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class
JugemDirector {
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friend
class
Host::Context
;
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public
:
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void
init() {
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createUnits();
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m_unit
->init();
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}
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void
calc() {
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m_unit
->calc();
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}
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static
JugemDirector *CreateInstance();
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[[nodiscard]]
static
JugemDirector *Instance();
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static
void
DestroyInstance();
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private
:
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EGG_NEW_DELETE_FRIEND
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JugemDirector();
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~JugemDirector();
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void
createUnits();
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JugemUnit
*
m_unit
;
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static
JugemDirector *s_instance;
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};
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}
// namespace Kinoko::Field
Kinoko::Field::JugemDirector::m_unit
JugemUnit * m_unit
Assumes 1 Lakitu because 1 player.
Definition
JugemDirector.hh:35
Kinoko::Field::JugemUnit
Represents a single Lakitu and houses some state management members.
Definition
JugemUnit.hh:112
Kinoko::Host::Context
Contexts can be used to restore a previous memory state for the current session.
Definition
Context.hh:71
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:10
game
field
jugem
JugemDirector.hh
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