Changeset 3746 in orxonox.OLD for orxonox/branches/levelloader/src/story_entities/world.h
- Timestamp:
- Apr 7, 2005, 3:54:49 PM (19 years ago)
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- 1 edited
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orxonox/branches/levelloader/src/story_entities/world.h
r3605 r3746 8 8 9 9 #include "stdincl.h" 10 10 #include "comincl.h" 11 11 #include "story_entity.h" 12 12 #include "p_node.h" 13 13 14 15 class World; 16 class WorldEntity; 14 17 class TrackManager; 15 class WorldEntity;16 18 class Camera; 17 19 class PNode; … … 21 23 class FontSet; 22 24 class Terrain; 25 class GarbageCollector; 26 class SimpleAnimation; 23 27 28 //! The game world Interface 29 /** 30 this is a singleton interface, that enables world_entities to access the 31 world. for those objects, there is no easier way than over this interface! 32 */ 33 class WorldInterface : BaseObject { 34 35 public: 36 ~WorldInterface(); 37 static WorldInterface* getInstance(); 38 void init(World* world); 39 tList<WorldEntity>* getEntityList(); 40 41 private: 42 WorldInterface(); 43 static WorldInterface* singletonRef; //!< singleton reference to this object 44 bool worldIsInitialized; //!< true if the world has been initialized 45 World* worldReference; //!< this is a reference to the running world 46 47 }; 24 48 25 49 //! The game world … … 39 63 virtual ~World (); 40 64 65 double getGameTime(); 41 66 42 67 /* classes from story-entity */ 68 virtual ErrorMessage preLoad(); 43 69 virtual ErrorMessage load (); 44 70 virtual ErrorMessage init (); … … 55 81 bool command (Command* cmd); 56 82 83 tList<WorldEntity>* getEntities(); 84 57 85 /* interface to world */ 58 86 void spawn (WorldEntity* entity); … … 68 96 void init(char* name, int worldID); 69 97 70 Uint32 lastFrame; //!< last time of frame 71 bool bQuitOrxonox; //!< quit this application 72 bool bQuitCurrentGame; //!< quit only the current game and return to menu 73 bool bPause; //!< pause mode 98 Uint32 lastFrame; //!< last time of frame 99 Uint32 dt; //!< time needed to calculate this frame 100 double gameTime; //!< this is where the game time is saved 101 bool bQuitOrxonox; //!< quit this application 102 bool bQuitCurrentGame; //!< quit only the current game and return to menu 103 bool bPause; //!< pause mode 74 104 75 FontSet* testFont; //!< A test Font. \todo fix this, so it is for real.76 GLMenuImageScreen* glmis; //!< The Level-Loader Display105 FontSet* testFont; //!< A test Font. \todo fix this, so it is for real. 106 GLMenuImageScreen* glmis; //!< The Level-Loader Display 77 107 78 108 char* worldName; //!< The name of this World … … 80 110 int debugWorldNr; //!< The Debug Nr. needed, if something goes wrong 81 111 82 PNode* nullParent; //!< The zero-point, that everything has as its parent.83 TrackManager* trackManager; //!< The reference of the TrackManager that handles the course through the Level.84 Camera* localCamera; //!< The current Camera85 Skysphere* skySphere; //!< The Environmental Heaven of orxonox \todo insert this to environment insted86 LightManager* lightMan; //!< The Lights of the Level87 Terrain* terrain; //!< The Terrain of the World.112 PNode* nullParent; //!< The zero-point, that everything has as its parent. 113 TrackManager* trackManager; //!< The reference of the TrackManager that handles the course through the Level. 114 Camera* localCamera; //!< The current Camera 115 Skysphere* skySphere; //!< The Environmental Heaven of orxonox \todo insert this to environment insted 116 LightManager* lightMan; //!< The Lights of the Level 117 Terrain* terrain; //!< The Terrain of the World. 88 118 89 GLuint objectList; //!< temporary: \todo this will be ereased soon 90 tList<WorldEntity>* entities;//!< A template List of all entities. Every moving thing should be included here, and world automatically updates them. 91 WorldEntity* localPlayer; //!< The Player, you fly through the level. 119 GLuint objectList; //!< temporary: \todo this will be ereased soon 120 tList<WorldEntity>* entities; //!< A template List of all entities. Every moving thing should be included here, and world automatically updates them. 121 WorldEntity* localPlayer; //!< The Player, you fly through the level. 122 123 GarbageCollector* garbageCollector; //!< reference to the garbage collector 124 125 SimpleAnimation* simpleAnimation; //!< reference to the SimpleAnimation object 92 126 93 127 /* function for main-loop */
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