A reimplementation of Mario Kart Wii's physics engine in C++
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JugemSwitch.hh
1#pragma once
2
3#include <Common.hh>
4
5namespace Kinoko::Field {
6
9public:
10 JugemSwitch() : m_isOn(false) {}
11 virtual ~JugemSwitch() = default;
12
13 [[nodiscard]] bool isOn() const {
14 return m_isOn;
15 }
16
17 virtual void init() {
18 m_isOn = false;
19 }
20
21 virtual void calc() = 0;
22
23protected:
24 bool m_isOn;
25};
26
29public:
30 JugemSwitchReverse() = default;
31 ~JugemSwitchReverse() override = default;
32
33 void init() override {
34 m_isOn = false;
36 }
37
38 void calc() override;
39
40private:
42};
43
44} // namespace Kinoko::Field
This header houses common data types such as our integral types and enums.
Represents a Lakitu toggle when turning to face backwards.
f32 m_activationPercent
Lakitu is activated when this reaches 1.0f.
Base class which is used to represent cases that toggle Lakitu on or off.
Definition JugemSwitch.hh:8
Pertains to collision.