Public Member Functions | |
RigidBody2D (double mass=0) | |
virtual void | interact (RigidBody2D *o, int dt) |
virtual iRect2 | get_rect () const =0 |
virtual bool | is_collidable () const |
virtual CollisionModel2D & | get_col_model ()=0 |
virtual xstring | get_flag (const xstring &flag)=0 |
virtual const xstring & | get (const xstring &property) const =0 |
virtual void | handle_collision (RigidBody2D *o) |
virtual bool | advance (int dt) |
double | get_mass () const |
void | set_mass (double m) |
iVec2 | get_position () const |
const dVec2 & | get_velocity () const |
const dVec2 & | get_acceleration () const |
void | offset_position (const dVec2 &dp) |
void | set_position (const iVec2 &p) |
void | set_velocity (const dVec2 &v) |
void | set_velocity (const dVec2 &direction, double speed) |
void | set_acceleration (const dVec2 &a) |
void | set_acceleration (const dVec2 &direction, double magnitude) |
void | set_name (const xstring &name) |
const xstring & | get_name () const |
virtual bool SDLPP::RigidBody2D::advance | ( | int | dt | ) | [inline, virtual] |
Logically change the object state to reflect the passage of dt milliseconds No drawing is done at this stage. Returns false to indicate object is to be removed.
Implements SDLPP::GameObject.
Reimplemented in SDLPP::AnimatedSprite.