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authorunknown <paulx161@umn.edu>2021-02-02 18:35:09 -0600
committerunknown <paulx161@umn.edu>2021-02-02 18:35:09 -0600
commit7ea1b2c0320d74152d33e74718a39319a7a0e507 (patch)
tree7c2995f547889f00e381449b5c91dbb0abd1a0c3 /dev/a2-carsoccer/car.h
parentAdded /dev/gfxtest/* (diff)
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Added worksheet and support code for assignment 2
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diff --git a/dev/a2-carsoccer/car.h b/dev/a2-carsoccer/car.h
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+/** CSci-4611 Assignment 2: Car Soccer
+ */
+
+#ifndef CAR_H_
+#define CAR_H_
+
+#include <mingfx.h>
+
+/// Small data structure for a car
+class Car {
+public:
+
+ /// The constructor sets the static properties of the car, like its size,
+ /// and then calls Reset() to reset the position, velocity, and any other
+ /// dynamic variables that change during game play.
+ Car() : size_(3,2,4), collision_radius_(2.5) {
+ Reset();
+ }
+
+ /// Nothing special needed in the constructor
+ virtual ~Car() {}
+
+ /// Resets all the dynamic variables, so if you call this after a goal, the
+ /// car will go back to its starting position.
+ void Reset() {
+ position_ = Point3(0, size_[1]/2, 45);
+ }
+
+ float collision_radius() { return collision_radius_; }
+
+ Vector3 size() { return size_; }
+
+ Point3 position() { return position_; }
+ void set_position(const Point3 &p) { position_ = p; }
+
+private:
+ // You will probably need to store some additional data here, e.g., speed.
+
+ Vector3 size_;
+ float collision_radius_;
+ Point3 position_;
+};
+
+#endif