PhysicObject class

Base classes

class Object

Derived classes

class GameObject

Constructors, destructors, conversion operators

PhysicObject()
~PhysicObject() defaulted virtual

Public functions

void update() override
auto getBody() const -> b2Body* virtual
auto getPosition() const -> b2Vec2 override
auto getAngle() const -> float virtual
auto getFootContact() const -> int virtual
auto isOnGround() const -> bool virtual
auto isRunning() const -> bool virtual
auto canMoveRight() const -> bool virtual
auto canMoveLeft() const -> bool virtual
auto canJump() const -> bool virtual
auto isDisableJump() const -> bool virtual
void changeFootContact(const int n) virtual
void moveLeft() virtual
void moveRight() virtual
void jump() const virtual
void setMoveRight(const bool can_move_right) virtual
void setMoveLeft(const bool can_move_left) virtual
void setFilterData(const ContactCategory category, const ContactMask mask) const virtual
void createBody(const int x, const int y, const int width, const int height) virtual
void createRectangleFixture(const b2Vec2& position, const int width, const int height, const ContactCategory category, const ContactMask mask) virtual
void createCircleFixture(const b2Vec2& position, const int radius, const ContactCategory category, const ContactMask mask) virtual
auto createRectangleSensor(const b2Vec2& position, const int width, const int height, const ContactCategory category, const ContactMask mask) const -> b2Fixture* virtual
auto createCircleSensor(const b2Vec2& position, const int radius, const ContactCategory category, const ContactMask mask) const -> b2Fixture* virtual

Protected variables

b2Body* body_
b2Fixture* fixture_
bool can_move_right_
bool can_move_left_
bool can_jump_
bool is_ground_
bool is_running_
bool is_disabled_jump_
float move_speed_
float jump_height_
int num_foot_touch_