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Version 1 (modified by landauf, 16 years ago) (diff)

TRACKMANAGER

This is an archived page!
This page is very old and the content is not up to date.
Not everything (if any) which is written here will be in the final game!

The TrackManager handles the flow of the Players through the game.

The TrackManager works as followed:

  • Initialize it, by setting up the Graph. You can do this by using the following Commands.
    • workOn(): changes the ID that will be altered through the changes.
    • 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).
    • setDuration(): sets the length of the current path in seconds.
    • addPoint(): adds a point to the Curve.
    • addHotPoint(): adds save/splitpoint.
    • fork(): adds some interessting non-linear movments through the level (fork will force addHotPoint if not done then).
    • condition(): decides under what condition a certain Path will be chosen.
    • join(): joins some tracks together again. Join will set the localTime to the longest time a Path has to get to this Point)
    • setSavePoint(): Sets a HotPoint into a savePoint. A Savepoint can be used as a rollbackpoint if a Player gets shot.

HotPoints and Joins are at the beginning of a TrackElement. SavePoints and Forks are at the end of a TrackElement. Look out: SAVEPOINTS CAN NOT BE FORKS (but joins), because the condition is really hard to guess if you do not give some impuls.

  • Runtime knows the following:
    • calcPos(): returns the current position on the track
    • calcDir(): returns the current Direction the track is flying on.
    • tick(): makes a Step on the Path. increases localTime by dt.
    • choosePath(): a Function that decides which Path we should follow.

TrackManager can be handled as a StateMachine.

  • Names:
    • TrackManager: handles Tracks
    • Track: The Track that the ship can follow
    • Path: one way through the Level, that is dependent on conditionals.
    • Conditional: A decition making device, that chooses betwen different TrackElements for the Path.
    • TrackElement: A Part of A whole Track