5uint32_t GameObject::s_count = 0;
6Level *GameObject::s_pCurrentLevel =
nullptr;
18 if (!s_pCurrentLevel)
return;
25 return Vector2(m_collisionRadius, m_collisionRadius);
30 m_previousPosition = m_position;
GameObject()
Instantiate a game object.
virtual void TranslatePosition(const float x, const float y)
virtual void SetPosition(const float x, const float y)
virtual bool IsOnScreen() const
virtual bool IsActive() const
Flag to determine if the object is active.
virtual Vector2 GetHalfDimensions() const
Get the half dimensions of the object.
virtual void Update(const GameTime &gameTime)
Update the object.
static int GetScreenHeight()
Gets the screen width in pixels.
static int GetScreenWidth()
Gets the screen width in pixels.
Contains timing values for game updates and rendering.
Defines a vector with 2 components (x and y).
float Y
The y-coordinate of the vector.
void Set(const float x, const float y)
Sets the components of the vector.
float X
The x-coordinate of the vector.
Represents a level in the game.
virtual void UpdateSectorPosition(GameObject *pGameObject)
Update the position of a game object within the level, based on its collision sector (only objects wi...