Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ObjectVolcanoBallLauncher.hh
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#pragma once
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#include "game/field/obj/ObjectCollidable.hh"
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namespace
Field
{
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class
ObjectVolcanoBall;
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class
ObjectVolcanoBallLauncher
final :
public
ObjectCollidable
{
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public
:
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ObjectVolcanoBallLauncher
(
const
System::MapdataGeoObj
¶ms);
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~ObjectVolcanoBallLauncher
()
override
;
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void
init()
override
;
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void
calc()
override
;
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[[nodiscard]] u32 loadFlags()
const override
{
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return
1;
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};
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void
loadGraphics()
override
{}
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void
createCollision()
override
{}
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void
loadRail()
override
{}
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private
:
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std::span<ObjectVolcanoBall *> m_balls;
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const
f32 m_initDelay;
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const
f32 m_cycleDuration;
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u32 m_currBallIdx;
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bool
m_active
;
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};
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}
// namespace Field
Field::ObjectCollidable
Definition
ObjectCollidable.hh:16
Field::ObjectVolcanoBallLauncher
The manager class that launch fireballs on Grumble Volcano.
Definition
ObjectVolcanoBallLauncher.hh:10
Field::ObjectVolcanoBallLauncher::m_active
bool m_active
False when the volcano is dormant, true after m_initDelay.
Definition
ObjectVolcanoBallLauncher.hh:37
System::MapdataGeoObj
Definition
MapdataGeoObj.hh:9
Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
obj
ObjectVolcanoBallLauncher.hh
Made by
Malleo
. Logo by
vabold
. Website generated by
Doxygen
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