A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectSanbo.hh
1#pragma once
2
3#include "game/field/obj/ObjectCollidable.hh"
4
5namespace Field {
6
7class ObjectSanbo final : public ObjectCollidable {
8public:
10 ~ObjectSanbo() override;
11
12 void init() override;
13 void calc() override;
14
16 [[nodiscard]] u32 loadFlags() const override {
17 return 1;
18 }
19
20private:
21 void calcMove();
22 void checkSphere();
23
26 f32 m_yVel;
27 EGG::Vector3f m_up;
28 EGG::Vector3f m_tangent;
29};
30
31} // namespace Field
f32 m_yVel
Falling speed.
void checkSphere()
Handles collision between the pokie and the floor (including sandcones).
bool m_standstill
Whether or not the pokey is currently walking.
u32 m_stillDuration
Frames before the pokey will start to walk.
Pertains to collision.
A 3D float vector.
Definition Vector.hh:87