# ifndef MISSILES_H # define MISSILES_H // Basiques # include # include // bBox2D # include // Identification enum Identity { LAND = 0, PLANE = 1, INERT = 2, ANG = 3, ARROW = 4, CHARGE = 5 }; // Entité struct Entity { float rayon ; Identity id ; }; // Fonctions void updateMissiles( b2World &world, b2Body* target, bool foresee = false ); void createInert( b2Vec2 from, b2Body* target, b2World &world, Identity missile ); b2Vec2 anticipate( b2Body* missile, b2Body* target ); # endif // MISSILES_H