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Ignore:
Timestamp:
Nov 7, 2005, 10:43:22 PM (18 years ago)
Author:
bensch
Message:

orxonox/trunk: redocumented the WorldEntity and Weapon classes

File:
1 edited

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  • trunk/src/world_entities/weapons/projectile.h

    r5447 r5498  
    11/*!
    22 * @file projectile.h
    3   *  a projectile, that is been shooted by a weapon
    4 
    5     You can use this class to make some shoots, but this isn't the real idea. If you want to just test, if the
    6     shooting funcions work, use the Projectile class. But if you want to implement your own shoots its
    7     different:<br>
    8     Make a new class and derive it from Projectile. To have a weapon work well, reimplement the functions
    9     - void tick()
    10     - void draw()
    11     - void hit() (only if you have working collision detection)
    12     When you have implemented these functions you have just to add the projectiles to your weapon. You ll want
    13     to make this by looking into the function
    14     - Weapon::fire()
    15     there you just change the line:
    16     Projectile* pj = new Projectile();    TO     Projectile* pj = new MyOwnProjectileClass();
    17     and schwups it works... :)
    18 */
     3 * a projectile, that is been shooted by a weapon
     4 *
     5 * You can use this class to make some Projectiles/Bullets/Lasers/Rockets/etc.
     6 *
     7 */
    198
    209#ifndef _PROJECTILE_H
     
    2211
    2312#include "world_entity.h"
    24 
    25 class FastFactory;
    2613
    2714class Projectile : public WorldEntity
     
    5744  protected:
    5845    // energy
    59     float                 energyMin;
    60     float                 energyMax;
     46    float                 energyMin;                 //!< The minimal Energy a Projectile needs to be emitted.
     47    float                 energyMax;                 //!< The maximal Energy a Projectile can take, before being emitted.
    6148    bool                  bChargeable;               //!< if the Projectile is Charegeable
    6249
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