Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
Loading...
Searching...
No Matches
ObjectDossunSyuukai.hh
1
#pragma once
2
3
#include "game/field/obj/ObjectDossun.hh"
4
5
namespace
Field
{
6
8
class
ObjectDossunSyuukai
final :
public
ObjectDossun
{
9
public
:
10
ObjectDossunSyuukai
(
const
System::MapdataGeoObj
¶ms);
11
~ObjectDossunSyuukai
()
override
;
12
13
void
init()
override
;
14
void
calc()
override
;
15
17
void
startStill()
override
{
18
ObjectDossun::startStill();
19
m_state = State::RotatingAfterStomp;
20
}
21
22
private
:
23
enum class
State {
24
Moving = 0,
25
RotatingBeforeStomp = 1,
26
Stomping = 2,
27
RotatingAfterStomp = 3,
28
};
29
30
void
calcMoving();
31
void
calcRotating
();
32
33
State m_state;
34
f32 m_initRotY;
35
bool
m_rotating;
36
};
37
38
}
// namespace Field
Field::ObjectDossunSyuukai
Thwomps that move along a rail and stomp.
Definition
ObjectDossunSyuukai.hh:8
Field::ObjectDossunSyuukai::calcRotating
void calcRotating()
Definition
ObjectDossunSyuukai.cc:52
Field::ObjectDossun
Base class for the various different Thwomp types in the game.
Definition
ObjectDossun.hh:11
System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
obj
ObjectDossunSyuukai.hh
Made by
Malleo
. Logo by
vabold
. Website generated by
Doxygen
1.12.0