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Changes between Initial Version and Version 1 of ~archive/TrackManager


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Timestamp:
Nov 30, 2007, 9:30:24 PM (16 years ago)
Author:
landauf
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  • ~archive/TrackManager

    v1 v1  
     1= TRACKMANAGER =
     2[[ArchivePage]]
     3
     4The !TrackManager handles the flow of the Players through the game.
     5
     6The !TrackManager works as followed:
     7
     8  * Initialize it, by setting up the Graph. You can do this by using the following Commands.
     9   * workOn(): changes the ID that will be altered through the changes.
     10   * setCurveType(): lets you set the !CurveType of the Curve we are Working on. (default is !BezierCurve, set this as early as possible, for his uses resources).
     11   * setDuration(): sets the length of the current path in seconds.
     12   * addPoint(): adds a point to the Curve.
     13   * addHotPoint(): adds save/splitpoint.
     14   * fork(): adds some interessting non-linear movments through the level (fork will force addHotPoint if not done then).
     15   * condition(): decides under what condition a certain Path will be chosen.
     16   * join(): joins some tracks together again. Join will set the localTime to the longest time a Path has to get to this Point)
     17   * setSavePoint(): Sets a !HotPoint into a savePoint. A Savepoint can be used as a rollbackpoint if a Player gets shot.
     18!HotPoints and Joins are at the beginning of a !TrackElement.
     19!SavePoints and Forks are at the end of a !TrackElement.
     20Look out: SAVEPOINTS CAN NOT BE FORKS (but joins), because the condition is really hard to guess if you do not give some impuls.
     21  * Runtime knows the following:
     22   * calcPos(): returns the current position on the track
     23   * calcDir(): returns the current Direction the track is flying on.
     24   * tick(): makes a Step on the Path. increases localTime by dt.
     25   * choosePath(): a Function that decides which Path we should follow.
     26!TrackManager can be handled as a !StateMachine.
     27  * Names:
     28   * !TrackManager: handles Tracks
     29   * Track: The Track that the ship can follow
     30   * Path: one way through the Level, that is dependent on conditionals.
     31   * Conditional: A decition making device, that chooses betwen different TrackElements for the Path.
     32   * !TrackElement: A Part of A whole Track