Changeset 8105 for code/branches/tetris/src/modules/pong/PongBall.h
- Timestamp:
- Mar 23, 2011, 12:13:34 PM (13 years ago)
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- 1 edited
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code/branches/tetris/src/modules/pong/PongBall.h
r8104 r8105 47 47 /** 48 48 @brief 49 This class manages the ball for Pong.49 This class manages the ball for @ref orxonox::Pong "Pong". 50 50 51 //TODO: Describe what it's responnsibilities are. 52 Only moves in x-z area. 51 It is responsible for both the movement of the ball in the x,z-plane as well as its interaction with the boundaries of the playing field (defined by the @ref orxonox::PongCenterpoint "PongCenterpoint") and the @ref orxonox::PongBat "PongBats". Or more precisely, it makes the ball bounce off then upper and lower delimiters of the playing field, it makes the ball bounce off the bats and also detects when a player scores and takes appropriate measures. 53 52 54 53 @author … … 65 64 virtual void tick(float dt); 66 65 66 /** 67 @brief Set the dimensions of the playing field. 68 @param width The width of the playing field. 69 @param height The height of the playing field. 70 */ 67 71 void setFieldDimension(float width, float height) 68 72 { this->fieldWidth_ = width; this->fieldHeight_ = height; } 73 /** 74 @brief Get the dimensions of the playing field. 75 @param dimension A vector with the width as the first and height as the second component. 76 */ 69 77 void setFieldDimension(const Vector2& dimension) 70 78 { this->setFieldDimension(dimension.x, dimension.y); } 79 /** 80 @brief Get the dimensions of the playing field. 81 @return Returns a vector with the width as the first and height as the second component. 82 */ 71 83 Vector2 getFieldDimension() const 72 84 { return Vector2(this->fieldWidth_, this->fieldHeight_); } 73 85 74 void setSpeed(float speed); 86 void setSpeed(float speed); //!< Set the speed of the ball (in x-direction). 87 /** 88 @brief Get the speed of the ball (in x-direction). 89 @return Returns the speed of the ball (in x-direction). 90 */ 75 91 float getSpeed() const 76 92 { return this->speed_; } 77 93 94 /** 95 @brief Set the acceleration factor of the ball. 96 @param factor The factor the acceleration of the ball is set to. 97 */ 78 98 void setAccelerationFactor(float factor) 79 99 { this->accelerationFactor_ = factor; } 100 /** 101 @brief Get the acceleration factor of the ball. 102 @return Returns the acceleration factor of the ball. 103 */ 80 104 float getAccelerationFactor() const 81 105 { return this->accelerationFactor_; } 82 106 107 /** 108 @brief Set the length of the bats. 109 @param batlength The length of the bats (in z-direction) as percentage of the height of the playing field. 110 */ 83 111 void setBatLength(float batlength) 84 112 { this->batlength_ = batlength; } 113 /** 114 @brief Get the length of the bats. 115 @return Returns the length of the bats (in z-direction) as percentage of the height of the playing field. 116 */ 85 117 float getBatLength() const 86 118 { return this->batlength_; } 87 119 88 void setBats(WeakPtr<PongBat>* bats); 89 void applyBats(); 120 void setBats(WeakPtr<PongBat>* bats); //!< Set the bats for the ball. 121 void applyBats(); //!< Get the bats over the network. 90 122 123 // TODO: What is this exactly? 91 124 static const float MAX_REL_Z_VELOCITY; 92 125 … … 94 127 void registerVariables(); 95 128 96 float fieldWidth_; 97 float fieldHeight_; 98 float speed_; 99 float accelerationFactor_; 100 float batlength_; 101 WeakPtr<PongBat>* bat_; 102 bool bDeleteBats_; 103 unsigned int* batID_; 104 float relMercyOffset_; 129 float fieldWidth_; //!< The width of the playing field. 130 float fieldHeight_; //!< The height of the playing field. 131 float speed_; //!< The speed (in x-direction) of the ball. 132 float accelerationFactor_; //!< The acceleration factor of the ball. 133 float batlength_; //!< The length of the bats (in z-direction) as percentage of the height of the playing field. 134 WeakPtr<PongBat>* bat_; //!< An array with the two bats. 135 bool bDeleteBats_; //!< Bool, to keep track, of whether bat_ exists or not. 136 unsigned int* batID_; //!< The object IDs of the bats, to be able to synchronize them over the network. 137 float relMercyOffset_; //!< Offset, that makes the player not loose, when, in all fairness, he would have. 105 138 }; 106 139 }
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