| 
                Last change
                  on this file since 9159 was
                  8777,
                  checked in by patrick, 19 years ago
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trunk: damage and distruction reimplemented 
 
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            File size:
            1.7 KB
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| 1 | /*! | 
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| 2 |     @file weapon.h | 
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| 3 |   *  a weapon that a player can use | 
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| 4 |  | 
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| 5 |     A Player has a list of weapons, that can be choosen to shoot projectiles | 
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| 6 |     (projectiles.{cc,h}) at enemies. These weapons can be shooted sequentially | 
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| 7 |     or (if able) combined. Therefore you can choose the weapon mode = choose | 
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| 8 |     a weapon. | 
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| 9 |  | 
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| 10 |     A weapon is characterized by: | 
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| 11 |      o firing-rate: the initial firing rate of a weapon (1/s = Herz) | 
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| 12 |      o slowdown-factor: this is a factor d: exp(-d*x), d is element of all positive R. it determines how fast the firing-rate will slow down. if no slowdown: d=0, the bigger d is, the faster the weapon will slow down! | 
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| 13 |      o energy-consumption: this determines the energy that has to be used to produce this projectile = costs per projectile | 
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| 14 |  | 
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| 15 |     Furthermore there are some other attributes, that will help to represent a firing | 
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| 16 |     weapon in this world: | 
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| 17 |      o sound file/ressource: this is a pointer to the sound-file/ressource. however it may be represented | 
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| 18 |      o shooting animation | 
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| 19 |  | 
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| 20 | */ | 
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| 21 |  | 
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| 22 |  | 
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| 23 | #ifndef _TEST_GUN_H | 
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| 24 | #define _TEST_GUN_H | 
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| 25 |  | 
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| 26 | #include "weapon.h" | 
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| 27 |  | 
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| 28 |  | 
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| 29 | //! a weapon can be left or right sided | 
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| 30 | /** | 
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| 31 |  * @todo this will be reset with mirror X/Y/Z | 
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| 32 |  */ | 
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| 33 | #define    W_LEFT        0 | 
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| 34 | #define    W_RIGHT       1 | 
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| 35 |  | 
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| 36 |  | 
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| 37 | class TestGun : public Weapon | 
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| 38 |   { | 
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| 39 |   public: | 
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| 40 |     TestGun (int leftRight); | 
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| 41 |     TestGun (const TiXmlElement* root); | 
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| 42 |     virtual ~TestGun (); | 
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| 43 |  | 
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| 44 |     void init(); | 
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| 45 |     virtual void loadParams(const TiXmlElement* root); | 
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| 46 |  | 
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| 47 |     virtual void activate(); | 
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| 48 |     virtual void deactivate(); | 
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| 49 |  | 
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| 50 |     virtual void fire(); | 
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| 51 |  | 
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| 52 |     virtual void draw() const; | 
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| 53 |  | 
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| 54 |   private: | 
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| 55 |     PNode* objectComponent1;         //<! the gun is made of multiple parts, these PNodes represent their location and orientation | 
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| 56 |  | 
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| 57 |     int leftRight;   // this will become an enum | 
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| 58 |   }; | 
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| 59 | #endif /* _TEST_GUN_H */ | 
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