Hajotetaan lis??
authorekku
Thu, 04 Dec 2008 19:53:59 +0000
changeset 197 d9ac888de778
parent 196 e2d32c4601ce
child 198 8698cbb101df
Hajotetaan lis??
src/PhysicsObject.cc
src/PhysicsObject.hh
src/PhysicsWorld.cc
src/PhysicsWorld.hh
src/Projectile.cc
src/Projectile.hh
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/PhysicsObject.cc	Thu Dec 04 19:53:59 2008 +0000
@@ -0,0 +1,368 @@
+#include "Player.hh"
+#include "PhysicsObject.hh"
+#include "Engine.hh"
+
+#include <cmath>
+
+PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, 
+                              Vector position, Vector velocity)
+    : world(world), position(position), velocity(velocity),
+      mass(mass), inAir(true), aim(0), facingRight(true), reloadTimer(0) {
+    // TODO: Is thir the right way to do this?
+    //world.addPlayerObject(this);
+}
+
+/**
+ * Player walks on floor.
+ */
+Vector PhysicsObject::walk_one_step (float partial, bool right) {
+    // which way we are walking
+    float deltaX = right ? partial : -partial;
+    Vector reached = this->position;
+    if(reached.roundToInt() == (reached+Vector(deltaX, 0)).roundToInt()) {
+        return reached+Vector(deltaX, 0);
+    }
+    // Is there upward ramp
+    if(!possibleLocation(position+Vector(deltaX, 0))) {
+        // Yes. Then we check n pixels up
+        for(int i = 1; i < 3; i++) {
+            if(possibleLocation(position+Vector(deltaX, -i))) {
+                // and when there is finally EMPTY, we can walk
+                reached = position+Vector(deltaX, -i);
+                break;
+            }
+        }
+    } else {
+        // Or downward ramp or flat
+        for(int i = 0; 1; i++) {
+
+            // And when there is finally ground we can step on
+            // it. If there is no gound we still step there,
+            // but will fall one pixel down
+            if(possibleLocation(position+Vector(deltaX, i))) {
+                reached = position+Vector(deltaX, i);
+            } else {
+                break;
+            }
+            
+            // If the fall is big enough, set the worm in the air
+            if (i >= 2) {
+//                Vector back = walk(dt, !right);
+                this->inAir = true;
+//                this->velocity.x = right ? velocity : -velocity;
+                // Avoid stepping two pixels down when it starts to free fall
+                reached.y -= 2;
+//                this->velocity = (reached-back)*1000/dt;
+                break;
+            }
+        }
+    }
+    // And we return where we got
+    return reached;
+}
+void PhysicsObject::walk (TimeMS dt, bool right) {
+    float velocity = PLAYER_WALK_SPEED;
+    float walkAmount = (velocity*dt)/1000;
+    Vector reached = this->position;
+    while(walkAmount > 0 && !this->inAir) {
+        this->position = walk_one_step((1 < walkAmount ? 1 : walkAmount), right);
+        walkAmount--;
+    }
+    // TODO: Should the remaining walkAmount be handled somehow?
+}
+
+/**
+ * Makes the player jump in the air.
+ * @param direction -1: jump left, 0: jump up, 1: jump right
+ */
+void PhysicsObject::jump (int direction) {
+    // Jump only if player is "on the ground"
+    if (!this->inAir) {
+ 	    velocity.y = -100;
+        switch (direction) {
+            case 1:
+                velocity.x += 20;
+                break;
+            case -1:
+                velocity.x -= 20;
+                break;
+            case 0:
+                break;
+            default:
+                throw std::logic_error("Invalid jump direction");
+        }
+	    inAir = true;
+    }
+}
+
+bool PhysicsObject::possibleLocation (Vector loc) {
+    for(unsigned int i = 0; i < this->shape.size(); i++) {
+        if(world.collides(loc+shape[i]))
+            return false;
+    }
+    return true;
+}
+
+void func1() {
+
+}
+
+/**
+ * Updates object speed and position. This function organises force
+ * integration and collision detection.
+ */   
+void PhysicsObject::updatePosition () {
+
+    // Reloads weapon if not reloaded
+    reloadTimer -= PHYSICS_TICK_MS;
+    if(reloadTimer < 0)
+        reloadTimer = 0;
+
+    // Add gravity to the force queue
+    forceq.push(world.gravity);
+    
+    // Go trough every force in the queue
+    Force total;
+    while (!forceq.empty()) {
+        total += forceq.front();
+        forceq.pop();
+    }
+
+    // If the player has stopped and there's some ground under some of the 3 some of the 3t
+    // set inAir false
+    if (this->velocity == Vector(0,0)) {
+        this->inAir = !world.collides(this->position+shape[1]+Vector(0, 1))
+                      && !world.collides(this->position+shape[2]+Vector(0, 1))
+                      && !world.collides(this->position+shape[3]+Vector(0, 1));
+        // If, however, there's a force caused by a bomb, e.g., set it in air.
+        // Still, we have to be able to separate forces caused by walking attempts
+        // and bombs etc (+0.1 because float comparison can be dangerous)
+        if (total.y < 0 || abs(total.x) > PLAYER_MOVE_FORCE + 0.1)
+            this->inAir = true;
+    }
+
+    if(!possibleLocation(position)) {
+        //if we are trapped in ground form dirtball or something
+        //we might want to just return and set velocity to some value
+        //return;
+    }
+
+    // If the worm is not in the air make it walk,
+    // otherwise integrate the new position and velocity
+    if (!this->inAir) {
+        //std::cout << "Tryin to walk" << std::endl;
+        // It walks only if there's some vertical force
+        if (total.x != 0) {
+            std::cout << "Succeeding to walk" << std::endl;
+            walk(PHYSICS_TICK_MS, total.x > 0);
+            this->velocity = Vector(0,0);
+        }
+    }
+
+    if(!possibleLocation(position)) {
+        Engine::log(DEBUG, "great failure") << "great failure";
+        func1();
+    }
+    Vector newPosition;
+    Vector velAfterTick;
+    // Calculate new position and velocity to the given references
+    integrate(total, PHYSICS_TICK_MS, newPosition, velAfterTick);
+    this->velocity = velAfterTick;
+
+   
+    // Collision detection
+    bool collided = false;
+   
+    const Vector diffVec = newPosition-position;
+    const Vector unitVector = diffVec / diffVec.length();
+    Vector reached = position;
+
+    while ((position-reached).sqrLength() < diffVec.sqrLength()) {
+        reached += unitVector;
+        // Check if any of the shapes points collide
+        for (uint64_t i = 0; i < shape.size(); i++) {
+            if (world.collides(reached+shape[i])) {  // Collision
+                if (inAir) {
+                    //                    Engine::log(DEBUG, "Here");
+                    this->bounce(world.getNormal(reached+shape[i], 
+                                                 reached-unitVector+shape[i]));
+                    //this->velocity *= COLLISION_ELASTICITY;
+                }
+                reached = reached - unitVector; // Return to last point
+                collided = true;
+                if (this->velocity.sqrLength() < PLAYER_MIN_SPEED * PLAYER_MIN_SPEED) {
+                    this->velocity = Vector(0,0);
+                }
+                break;
+            }
+        }
+        if (collided)
+            break;
+//        reached += unitVector;
+    }
+   
+    
+    if(!possibleLocation(reached)) {
+        Engine::log(DEBUG, "PhysicsObject.updatePosition") << "logic error reached should not be possible to be impossible.. diffVec: " << diffVec;
+        func1();
+    }
+
+    // In case of some float error check the final coordinate
+    if(!collided) {
+        if(!possibleLocation(newPosition)) {
+            newPosition = reached;
+        } else {
+            // This means everything was ok, so no need to do anything
+        }
+    } else {
+        newPosition = reached;
+        onCollision();
+        //this->velocity = Vector(0, 0);
+        //TODO: it shouldn't just stop on collision
+    }
+    if(!possibleLocation(newPosition)) {
+        Engine::log(DEBUG, "great failure") << "great failure";
+        func1();
+    }
+    this->position = newPosition;
+    if(!possibleLocation(position)) {
+        Engine::log(DEBUG, "great failure") << "great failure";
+        func1();
+    }
+//    Engine::log(DEBUG, "PhysicsObject.updatePosition") << "Pos: " << this->position;
+}
+
+/**
+ * Bounces from straight wall in any direction.
+ * Direction given as normal of that wall
+ */
+void PhysicsObject::bounce (Vector normal) {
+    // normal.sqrLength can't be 0 when got from getNormal()
+    if (normal.sqrLength() != 0) {
+        Vector nvel = velocity;
+        // We project the velocity on normal and remove twice that much from velocity
+        nvel = nvel - ((2)*((nvel*normal)/(normal*normal))*normal);
+        velocity = nvel;
+        // We lose some of our speed on collision
+        this->velocity *= this->collision_elasticity;
+    }
+}
+
+/**
+ * Integrates given force over time and stores new position to
+ * posAfterTick and new velocity to velAfterTick.
+ * @param force Force vector.
+ * @param dt The time the force is applied (<=PHYSICS_TICK_MS)
+ */
+void PhysicsObject::integrate(Force force, TimeMS dt, Vector &posAfterTick, Vector &velAfterTick) {
+    posAfterTick = position;
+    velAfterTick = velocity;
+    Derivative tmpd;
+    Derivative k1 = evaluate(force, 0, tmpd, posAfterTick, velAfterTick);
+    Derivative k2 = evaluate(force, 0.5f*dt, k1, posAfterTick, velAfterTick);
+    Derivative k3 = evaluate(force, 0.5f*dt, k2, posAfterTick, velAfterTick);
+    Derivative k4 = evaluate(force, dt, k3, posAfterTick, velAfterTick);
+    
+
+    const Vector dxdt = (k1.dx + (k2.dx + k3.dx) * 2.0f + k4.dx) * 1.0f/6.0f;
+    const Vector dvdt = (k1.dv + (k2.dv + k3.dv) * 2.0f + k4.dv) * 1.0f/6.0f;
+    
+    //    Engine::log(DEBUG, "PhysicsObject.integrate") << "Changes: "<< dxdt << " " << dvdt << " Time: " <<dt;
+    posAfterTick = posAfterTick + (dxdt * dt)/1000;
+    velAfterTick = velAfterTick + (dvdt * dt)/1000;
+    //Engine::log(DEBUG, "PhysicsObject.integrate") << "velAfterTick: " << velAfterTick;
+}
+
+Derivative PhysicsObject::evaluate(Force force, TimeMS dt, Derivative &d, const Vector &posAfterTick, const Vector &velAfterTick) {
+    Vector curPos = posAfterTick + (d.dx*dt)/1000;
+    Vector curVel = velAfterTick + (d.dv*dt)/1000;
+
+    Derivative out;
+    out.dx = curVel;
+    out.dv = acceleration(force);
+    //Engine::log(DEBUG, "PhysicsObject.evaluate") << "Out.dx: " << out.dx;
+    return out;
+}
+
+Vector PhysicsObject::acceleration(const Force &force) {
+    return (force/mass);
+}
+
+void PhysicsObject::applyForce (Force force) {
+    // Add applied force to the queue
+    forceq.push(force);
+}
+
+void PhysicsObject::changeAim(float da) {
+    this->aim += da;
+
+    if (this->aim > PLAYER_AIM_MAX) this->aim = PLAYER_AIM_MAX;
+    if (this->aim < PLAYER_AIM_MIN) this->aim = PLAYER_AIM_MIN;
+    //Engine::log(DEBUG, "PhysicsObject.changeAim") << "Player aim: " << this->aim;
+}
+
+void PhysicsObject::setFacing(bool facingRight) {
+    //Engine::log(DEBUG, "PhysicsObject.setFacing") << "Facing: " << right;
+    this->facingRight = facingRight;
+}
+
+void PhysicsObject::updatePhysics (Vector position, Vector velocity, bool inAir) {
+    this->position = position;
+    this->velocity = velocity;
+    this->inAir = inAir;
+}
+    
+Vector PhysicsObject::getPosition () {
+    return this->position;
+}
+
+bool PhysicsObject::getFacing() {
+    return this->facingRight;
+}
+
+float PhysicsObject::getAim() {
+    return this->aim;
+}
+
+std::vector<Vector>& PhysicsObject::getShape () {
+    return this->shape;
+}
+
+void PhysicsObject::setShape (std::vector<Vector> shape) {
+    this->shape = shape;
+}
+
+void PhysicsObject::tick () {
+    this->updatePosition();
+}
+
+bool PhysicsObject::canShoot() {
+    return this->reloadTimer <= 0;
+}
+
+void PhysicsObject::draw(CL_GraphicContext *gc) {
+    CL_Quad player(
+                   (position+shape[0]).x, (position+shape[0]).y,
+                   (position+shape[1]).x, (position+shape[1]).y,
+                   (position+shape[2]).x, (position+shape[2]).y,
+                   (position+shape[3]).x, (position+shape[3]).y
+                   );
+    
+    gc->fill_quad(player, CL_Color::green);
+    
+    const uint16_t chlen = 10;
+    uint16_t x = player.center().x;
+    uint16_t y = player.center().y;
+    if (facingRight) {
+        gc->draw_line(x, y,
+                      x + std::cos(aim)*chlen,
+                      y - std::sin(aim)*chlen,
+                      CL_Color::black);
+    } else {
+        gc->draw_line(x, y,
+                      x - std::cos(aim)*chlen,
+                      y - std::sin(aim)*chlen,
+                      CL_Color::black);
+    }
+}
+
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/PhysicsObject.hh	Thu Dec 04 19:53:59 2008 +0000
@@ -0,0 +1,215 @@
+#ifndef PHYSICS_OBJECT_HH
+#define PHYSICS_OBJECT_HH
+
+#include <ClanLib/display.h>
+
+// Forward declares
+class PhysicsObject;
+struct Derivative;
+
+#include "PhysicsWorld.hh"
+#include "Vector.hh"
+#include "Config.hh"
+#include "Input.hh"
+
+// Type definitions
+typedef uint16_t TimeMS;
+typedef Vector Force;
+
+
+/**
+ * PhysicObject class. A basic PhysicsObject class.
+ */
+class PhysicsObject {
+protected:
+    // This probably shouldn't be done this way.
+    PhysicsWorld &world;
+
+    Vector position;
+    Vector velocity;
+    float mass;
+    bool inAir; // Is the object "on the ground"
+    float collision_elasticity;
+
+    // Attributes for players
+    float aim; // Aim direction (half circle)
+    bool facingRight; // Player facing
+
+    //
+    int reloadTimer;
+
+    PhysicsObject(PhysicsWorld &world, float mass, Vector position, 
+                  Vector velocity);
+    ~PhysicsObject() {}
+
+
+    /**
+     * Add force to the force queue to be applied on next tick.
+     *
+     * @param force Force vector
+     */
+    void applyForce(Force force);
+
+    /**
+     * Change player aim
+     *
+     * @param da Aim angle change
+     */
+    void changeAim(float da);
+   
+    /**
+     * Set player facing.
+     *
+     * @param facingRight True if player is facing right.
+     */
+    void setFacing(bool facingRight);
+
+    /**
+     * Makes the player jump in the air.
+     * @param direction -1: jump left, 0: jump up, 1: jump right
+     */
+    void jump(int direction);
+
+    /** 
+     * Handle ground-bounce
+     *
+     * @param normal Normal vector relative to which to bounce
+     */
+    void bounce(Vector normal);
+
+    /**
+     * Called on network clients to sync state from server
+     *
+     * @param position New position
+     * @param velocity New velocity
+     * @param inAir New inAir value
+     */
+    void updatePhysics(Vector position, Vector velocity, bool inAir);
+
+private:
+    // TODO: I'd be tempted to use some already made ClanLib structure
+    // here.  
+    // Shape of the object. Edge points of the shape polygon.
+    std::vector<Vector> shape;
+
+    // TODO: Should these operations be moved to PhysicsWorld?
+    // Force queue that is emptied on every tick
+    std::queue<Force> forceq;
+
+    /**
+     * Handle player movement and apply forces.
+     */
+    void updatePosition();
+
+    // TODO: Should these be moved to PhysicsWorld?
+    /**
+     * Use RK4 to integrate the effects of force over a time interwall.
+     *
+     * @param force Force to integrate
+     * @param dt Time intervall
+     */
+    void integrate(Force force, TimeMS dt, Vector &posAfterTick, Vector &velAfterTick);
+
+    /**
+     * Evaluate the value of the derivative at given time
+     *
+     * @param force Force
+     * @param dt Time
+     * @param d Previous derivative
+     */
+    Derivative evaluate(Force force, TimeMS dt, Derivative &d, const Vector &posAfterTick, const Vector &velAfterTick);
+
+    /**
+     * Return object acceleration with given force.
+     *
+     * @param force Force
+     * @return Acceleration
+     */
+    Vector acceleration(const Force &force);
+
+    // TODO: If integration is moved to PhysicsWorld then this should
+    // also move there.
+    /**
+     * Handle ground movement.
+     *
+     * @param right Boolean describing the movement direction.
+     * @return New position
+     */
+    void walk(TimeMS, bool right);
+    Vector walk_one_step(float, bool);
+
+    /*
+     * Handle collision. TODO: This is not used. It probably should
+     * be?
+     */
+    virtual void onCollision() {}
+
+    /*
+     * TODO: This probably does some kind of collision
+     * detection. Could be named/documented better.
+     */
+    bool possibleLocation(Vector loc);
+
+public:
+    /**
+     * Get current object position.
+     *
+     * @return Position vector
+     */
+    Vector getPosition();
+
+    /**
+     * Return object shape.
+     *
+     * @return Polygon points
+     */
+    std::vector<Vector>& getShape();
+
+    /**
+     * Set object shape.
+     *
+     * @param shape Vector containing polygon poinst
+     */
+    void setShape(std::vector<Vector> shape);
+
+    /**
+     * Return object facing.
+     *
+     * @return Object facing (true if facing right)
+     */
+    bool getFacing();
+
+    /**
+     * Return object aim angle.
+     *
+     * @return Object aim angle
+     */
+    float getAim();
+
+    /**
+     * Update object in physics simulation.
+     */
+    void tick();
+
+    /**
+     * @return whether this PhysicsObject can shoot or not
+     * This is in PhysicsObject for larpa-like shots
+     */
+    bool canShoot();
+
+    /**
+     * Draw object
+     *
+     * @param gc CL_GraphicContext
+     */
+    virtual void draw(CL_GraphicContext *gc);
+};
+
+// TODO: This could probably be moved somewhere else or removed
+// completely.
+struct Derivative {
+    Vector dx; // Velocity
+    Vector dv; // Acceleration
+};
+
+#endif
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/PhysicsWorld.cc	Thu Dec 04 19:53:59 2008 +0000
@@ -0,0 +1,61 @@
+
+#include "GameState.hh"
+#include "PhysicsWorld.hh"
+#include "Engine.hh"
+
+PhysicsWorld::PhysicsWorld (Vector gravity, Vector dimensions)
+    : Terrain(1337), tick_timer(PHYSICS_TICK_MS), tick_counter(0), dimensions(dimensions),
+      gravity(gravity) {
+    slots.connect(tick_timer.sig_timer(), this, &PhysicsWorld::tick);
+    tick_timer.enable();
+}
+
+void PhysicsWorld::addPlayerObject (PhysicsObject *object) {
+    players.push_back(object);
+}
+
+void PhysicsWorld::addProjectile (Shot *projectile) {
+    projectiles.push_back(projectile);
+}
+
+/**
+ * Function pointer used to clear the projectile list
+ * from those that have already been destroyd.
+ */
+bool isDestroyedProjectile (Shot* po) { return (*po).isDestroyed(); }
+
+void PhysicsWorld::tick () {
+    //    Engine::log(DEBUG, "physics.apply_force") << "*tick*";
+
+    for (std::list<PhysicsObject*>::iterator i = players.begin(); i != players.end(); i++) {
+        (*i)->tick(); 
+    }
+
+    for (std::list<Shot*>::iterator i = projectiles.begin(); i != projectiles.end(); i++) {
+        (*i)->tick();
+    }
+
+    // Delete destroyed projectiles
+    std::list<Shot*>::iterator new_end = remove_if(projectiles.begin(), projectiles.end(), isDestroyedProjectile);
+    projectiles.erase(new_end, projectiles.end());
+    
+    tick_counter++;
+}
+
+uint32_t PhysicsWorld::getTick (void) {
+    return tick_counter;
+}
+
+void PhysicsWorld::draw(CL_GraphicContext *gc) {
+    Terrain::draw(gc);
+   
+    // Draw players
+    for (std::list<PhysicsObject*>::iterator it = players.begin(); it != players.end(); it++) {
+        (*it)->draw(gc);
+    }
+    // Draw projectiles
+    for (std::list<Shot*>::iterator it = projectiles.begin(); it != projectiles.end(); it++) {
+        (*it)->draw(gc);
+    }
+}
+ 
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/PhysicsWorld.hh	Thu Dec 04 19:53:59 2008 +0000
@@ -0,0 +1,79 @@
+#ifndef PHYSICS_WORLD_HH
+#define PHYSICS_WORLD_HH
+
+#include <ClanLib/display.h>
+#include <ClanLib/core.h>
+
+#include <algorithm>
+#include <functional>
+#include <cmath>
+           
+#include "Terrain.hh"          
+class PhysicsWorld;
+
+#include "PhysicsObject.hh"
+#include "Vector.hh"
+#include "Config.hh"
+#include "Projectile.hh"
+
+/**
+* PhysicsWorld class. PhysicsWorld contains PhysicsObjects that are
+* simulated in the PhysicsWorld.
+*/
+class PhysicsWorld : public Terrain {
+    friend class PhysicsObject;
+
+private:
+    CL_Timer tick_timer;
+    uint32_t tick_counter;
+
+    //    Terrain terrain;
+
+protected:
+    std::list<PhysicsObject*> players;
+    std::list<Shot*> projectiles;
+//    std::vector<PhysicsObject*> objects;
+
+    // Contains connections between signals and slots
+    CL_SlotContainer slots;
+
+    PhysicsWorld(Vector gravity, Vector dimensions);
+
+    // TODO: Should these be somewhere else?
+    Vector dimensions;
+    Vector gravity;
+
+
+
+public:
+    // TODO: Replace addObject with these?
+    //void addPlayerObject(PlayerObject *object);
+    //void addProjectileObject(ProjectileObject *object);
+    
+    /**
+     * Add object to the PhysicsWorld.
+     *
+     * @param object Pointer to the PhysicsObject to add.
+     */
+    void addPlayerObject(PhysicsObject *object);
+    
+    void addProjectile(Shot *projectile);
+
+    /**
+     * Advance one time step in physics simulation.
+     */
+    void tick();
+
+    /**
+     * Get current tick in physics simulation.
+     *
+     * @return tick Current simulation tick.
+     */
+    uint32_t getTick();
+
+    virtual void draw(CL_GraphicContext *gc);
+
+    // TODO This should probably be protected or in GameStat or in GameStatee
+};
+
+#endif 
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/Projectile.cc	Thu Dec 04 19:53:59 2008 +0000
@@ -0,0 +1,16 @@
+#include "Projectile.hh"
+
+Shot::Shot(GameState &state, Vector position, Vector velocity, bool visible) :
+    PhysicsObject((PhysicsWorld &) state, PLAYER_MASS, position, velocity), state(state), visible(visible), destroyed(false) {
+    // Looks kind of dumb, for ammunition to have shape
+    std::vector<Vector> shape(4);
+    shape[0] = Vector(-1, -1);
+    shape[1] = Vector(-1, 1);
+    shape[2] = Vector(1, 1);
+    shape[3] = Vector(1, -1);
+    setShape(shape);
+    target_visible = false;
+    collision_elasticity = 0.9; // = shotType.elasticity
+    world.addProjectile(this);
+}
+ 
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/Projectile.hh	Thu Dec 04 19:53:59 2008 +0000
@@ -0,0 +1,26 @@
+#ifndef PROJECTILE_HH
+#define PROJECTILE_HH
+ 
+class Shot;
+
+#include "PhysicsObject.hh"
+#include "GameState.hh"
+
+class Shot : public PhysicsObject {
+protected:
+    GameState &state;
+    bool visible;
+    uint32_t birth_tick;
+    uint32_t death_tick;
+    bool target_visible;
+    bool destroyed;
+public:
+    Shot(GameState &state, Vector position, Vector velocity, bool visible);
+
+    bool isDestroyed (void);
+    virtual void draw(CL_GraphicContext *gc);
+private:
+    virtual void onCollision();
+};
+ 
+#endif