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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 _LASER_CANNON_H | 
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| 24 | #define _LASER_CANNON_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 | class LaserCannon : public Weapon | 
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| 30 |   { | 
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| 31 |   public: | 
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| 32 |     LaserCannon (const TiXmlElement* root = NULL); | 
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| 33 |     virtual ~LaserCannon (); | 
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| 34 |  | 
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| 35 |     void init(); | 
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| 36 |     virtual void loadParams(const TiXmlElement* root); | 
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| 37 |  | 
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| 38 |     virtual void activate(); | 
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| 39 |     virtual void deactivate(); | 
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| 40 |  | 
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| 41 |     virtual void fire(); | 
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| 42 |  | 
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| 43 |   private: | 
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| 44 |     PNode* objectComponent1;         //<! the gun is made of multiple parts, these PNodes represent their location and orientation | 
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| 45 |   }; | 
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| 46 |  | 
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| 47 | #endif /* _LASER_CANNON_H */ | 
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