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1 #ifndef PHYSICS_WORLD_HH |
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2 #define PHYSICS_WORLD_HH |
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3 |
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4 #include <ClanLib/display.h> |
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5 #include <ClanLib/core.h> |
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6 |
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7 #include <algorithm> |
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8 #include <functional> |
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9 #include <cmath> |
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10 |
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11 #include "Terrain.hh" |
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12 class PhysicsWorld; |
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13 |
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14 #include "PhysicsObject.hh" |
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15 #include "Vector.hh" |
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16 #include "Config.hh" |
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17 #include "Projectile.hh" |
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18 |
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19 /** |
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20 * PhysicsWorld class. PhysicsWorld contains PhysicsObjects that are |
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21 * simulated in the PhysicsWorld. |
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22 */ |
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23 class PhysicsWorld : public Terrain { |
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24 friend class PhysicsObject; |
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25 |
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26 private: |
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27 CL_Timer tick_timer; |
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28 uint32_t tick_counter; |
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29 |
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30 // Terrain terrain; |
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31 |
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32 protected: |
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33 std::list<PhysicsObject*> players; |
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34 std::list<Shot*> projectiles; |
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35 // std::vector<PhysicsObject*> objects; |
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36 |
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37 // Contains connections between signals and slots |
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38 CL_SlotContainer slots; |
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39 |
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40 PhysicsWorld(Vector gravity, Vector dimensions); |
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41 |
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42 // TODO: Should these be somewhere else? |
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43 Vector dimensions; |
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44 Vector gravity; |
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45 |
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46 |
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47 |
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48 public: |
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49 // TODO: Replace addObject with these? |
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50 //void addPlayerObject(PlayerObject *object); |
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51 //void addProjectileObject(ProjectileObject *object); |
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52 |
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53 /** |
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54 * Add object to the PhysicsWorld. |
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55 * |
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56 * @param object Pointer to the PhysicsObject to add. |
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57 */ |
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58 void addPlayerObject(PhysicsObject *object); |
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59 |
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60 void addProjectile(Shot *projectile); |
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61 |
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62 /** |
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63 * Advance one time step in physics simulation. |
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64 */ |
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65 void tick(); |
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66 |
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67 /** |
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68 * Get current tick in physics simulation. |
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69 * |
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70 * @return tick Current simulation tick. |
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71 */ |
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72 uint32_t getTick(); |
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73 |
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74 virtual void draw(CL_GraphicContext *gc); |
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75 |
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76 // TODO This should probably be protected or in GameStat or in GameStatee |
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77 }; |
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78 |
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79 #endif |