18 SpikeTrap(glm::vec3 corner, glm::vec3 dimensions);
33 std::chrono::time_point<std::chrono::system_clock> dropped_time;
36 glm::vec3 reset_corner;
37 glm::vec3 reset_dimensions;
39 bool isUnderneath(
Object* other);
Definition: object.hpp:95
The ServerGameState class contains all abstract game state data and logic for a single game state ins...
Definition: servergamestate.hpp:43
Definition: spiketrap.hpp:12
static const int DAMAGE
Definition: spiketrap.hpp:20
void reset(ServerGameState &state) override
Definition: spiketrap.cpp:76
void doCollision(Object *other, ServerGameState &state) override
Code to run when this object collides with another.
Definition: spiketrap.cpp:85
bool shouldTrigger(ServerGameState &state) override
Definition: spiketrap.cpp:21
void trigger(ServerGameState &state) override
Definition: spiketrap.cpp:51
static const std::chrono::seconds TIME_UNTIL_RESET
Definition: spiketrap.hpp:22
static const std::chrono::seconds ACTIVE_TIME
Definition: spiketrap.hpp:21
bool shouldReset(ServerGameState &state) override
Definition: spiketrap.cpp:71