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source: code/branches/pickupsFS14/src/modules/jump/Jump.h @ 10040

Last change on this file since 10040 was 10040, checked in by fvultier, 10 years ago

Bewegung mit WASD und Absprung von einer Platform in der Mitte funktioniert.

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file Jump.h
31    @brief Declaration of the Jump class.
32    @ingroup Jump
33*/
34
35#ifndef _Jump_H__
36#define _Jump_H__
37
38#include "jump/JumpPrereqs.h"
39
40#include "tools/Timer.h"
41#include "graphics/Camera.h"
42
43#include "gametypes/Deathmatch.h"
44#include "JumpCenterpoint.h"
45
46namespace orxonox
47{
48
49    /**
50    @brief
51        Implements a Jump minigame (<a href="http://en.wikipedia.org/wiki/Jump">Wikipedia::Jump</a>).
52        It connects the different entities present in a game of Jump.
53
54        - The @ref orxonox::JumpCenterpoint "JumpCenterpoint" is the playing field for the Jump minigame, it allows for configuration of the minigame, e.g. by setting the size of the playing field, or the length of the @ref orxonox::JumpFigure "JumpFigures". The playing field is always in the x,y-plane, the x-axis being the horizontal and the z-axis being the vertical axis.<br />
55        The Jump class redistributes the important parameters defined in @ref orxonox::JumpCenterpoint "JumpCenterpoint" to the other entities, that need to know them, e.g. the @ref orxonox::JumpPlatform "JumpPlatform" and the @ref orxonox::JumpFigure "JumpFigures".<br />
56        The @ref orxonox::JumpCenterpoint "JumpCenterpoint" needs to exist in a level with the @ref orxonox::Gametype "Gametype" <em>Jump</em>.
57        - The @ref orxonox::JumpPlatform "JumpPlatform" is the ball both players play with. The @ref orxonox::JumpPlatform "JumpPlatform" both implements the movement of the ball, as well as the influence of the boundaries and consequently, also the bouncing (off the upper and lower delimiters, and as off the @ref orxonox::JumpFigure "JumpFigures") of the ball and the effects of the failure of a player to catch the ball (i.e. the scoring of the other player).
58        - The two @ref orxonox::JumpFigure "JumpFigures" are the entities through which the players can actively participate in the game, by controlling them. The @ref orxonox::JumpFigure "JumpFigure" class manages the movement (and restrictions thereof) and the influence of the players on the bats.
59
60    @author
61        Fabian 'x3n' Landau
62
63    @ingroup Jump
64    */
65    class _JumpExport Jump : public Deathmatch
66    {
67        public:
68            Jump(Context* context); //!< Constructor. Registers and initializes the object.
69            virtual ~Jump(); //!< Destructor. Cleans up, if initialized.
70
71            virtual void tick(float dt);
72
73            virtual void start(); //!< Starts the Jump minigame.
74            virtual void end(); ///!< Ends the Jump minigame.
75
76            virtual void spawnPlayer(PlayerInfo* player); //!< Spawns the input player.
77
78            virtual void playerScored(PlayerInfo* player, int score = 1); //!< Is called when the player scored.
79
80            /**
81            @brief Set the JumpCenterpoint (the playing field).
82            @param center A pointer to the JumpCenterpoint to be set.
83            */
84            void setCenterpoint(JumpCenterpoint* center)
85                { this->center_ = center; }
86            void setConfigValues(); //!< Makes scoreLimit configurable.
87
88            PlayerInfo* getPlayer() const; //!< Get the left player.
89
90        protected:
91            virtual void spawnPlayersIfRequested(); //!< Spawns players, and fills the rest up with bots.
92
93            void startBall(); //!< Starts the ball with some default speed.
94            void cleanup(); //!< Cleans up the Gametype by destroying the ball and the bats.
95
96            WeakPtr<JumpCenterpoint> center_; //!< The playing field.
97            WeakPtr<JumpPlatform> ball_; //!< The Jump ball.
98            WeakPtr<JumpFigure> figure_; //!< The two bats.
99            WeakPtr<Camera> camera;
100            Timer starttimer_; //!< A timer to delay the start of the game.
101            int scoreLimit_; //!< If a player scored that much points, the game is ended.
102
103            float totalScreenShift;
104    };
105}
106
107#endif /* _Jump_H__ */
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