Short Gaming Manual: There are three different parties a player can belong to: victim, chaser or killer Every player starts as chaser.
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| Dynamicmatch (Context *context) |
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virtual | ~Dynamicmatch () |
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virtual bool | allowPawnDamage (Pawn *victim, Pawn *originator=nullptr) override |
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virtual bool | allowPawnDeath (Pawn *victim, Pawn *originator=nullptr) override |
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virtual void | end () override |
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virtual void | evaluatePlayerParties () |
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virtual SpawnPoint * | getBestSpawnPoint (PlayerInfo *player) const override |
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int | getParty (PlayerInfo *player) |
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void | grantPigBoost (SpaceShip *spaceship) |
| Grant the victim a boost. More...
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virtual bool | playerChangedName (PlayerInfo *player) override |
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virtual void | playerEntered (PlayerInfo *player) override |
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virtual bool | playerLeft (PlayerInfo *player) override |
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virtual void | playerStartsControllingPawn (PlayerInfo *player, Pawn *pawn) override |
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void | resetSpeedFactor (SpaceShip *spaceship, Timer *timer) |
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virtual void | rewardPig () |
| The reward function is called every 2 seconds via the tick function and makes the victim score points. More...
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void | setConfigValues () |
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void | setPlayerColour (PlayerInfo *player) |
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virtual void | start () override |
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virtual void | tick (float dt) override |
| Gets called every frame. More...
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| Gametype (Context *context) |
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virtual | ~Gametype () |
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virtual void | addBots (unsigned int amount) |
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virtual void | addTime (float t) |
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virtual bool | allowPawnHit (Pawn *victim, Pawn *originator=nullptr) |
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const GametypeInfo * | getGametypeInfo () const |
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const std::string & | getHUDTemplate () const |
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unsigned int | getNumberOfPlayers () const |
| Get number of Players in game. More...
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const std::map< PlayerInfo *, Player > & | getPlayers () const |
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int | getScore (PlayerInfo *player) const |
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float | getStartCountdown () const |
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float | getTime () |
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bool | getTimerIsActive () |
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bool | hasEnded () const |
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bool | hasStarted () const |
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virtual void | init () |
| Initializes sub-objects of the Gametype. More...
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bool | isStartCountdownRunning () const |
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void | killBots (unsigned int amount=0) |
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virtual void | pawnKilled (Pawn *victim, Pawn *killer=nullptr) |
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virtual void | pawnPostSpawn (Pawn *pawn) |
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virtual void | pawnPreSpawn (Pawn *pawn) |
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virtual void | playerPostSpawn (PlayerInfo *player) |
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virtual void | playerPreSpawn (PlayerInfo *player) |
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virtual void | playerScored (PlayerInfo *player, int score=1) |
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virtual void | playerStopsControllingPawn (PlayerInfo *player, Pawn *pawn) |
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virtual void | playerSwitched (PlayerInfo *player, Gametype *newgametype) |
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virtual void | playerSwitchedBack (PlayerInfo *player, Gametype *oldgametype) |
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void | registerSpawnPoint (SpawnPoint *spawnpoint) |
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virtual void | removeTime (float t) |
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virtual void | resetTimer () |
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virtual void | resetTimer (float t) |
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void | setConfigValues () |
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void | setHUDTemplate (const std::string &name) |
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void | setTimeLimit (float t) |
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void | showMenu () |
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void | startTimer () |
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void | stopTimer () |
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| BaseObject (Context *context) |
| Constructor: Registers the object in the BaseObject-list. More...
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virtual | ~BaseObject () |
| Destructor. More...
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void | addEventListener (BaseObject *listener) |
| Adds an object which listens to the events of this object. More...
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void | addEventSource (BaseObject *source, const std::string &state) |
| Adds a new event source for a specific state. More...
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void | addTemplate (const std::string &name) |
| Adds a Template to the object. More...
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void | addTemplate (Template *temp) |
| Adds a Template to the object. More...
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virtual void | changedActivity () |
| This function gets called if the activity of the object changes. More...
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virtual void | changedMainStateName () |
| This function gets called if the main state name of the object changes. More...
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virtual void | changedName () |
| This function gets called if the name of the object changes. More...
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virtual void | changedVisibility () |
| This function gets called if the visibility of the object changes. More...
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void | fireEvent (const std::string &name="") |
| Fires an event (without a state). More...
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void | fireEvent (bool activate, const std::string &name="") |
| Fires an event which activates or deactivates a state. More...
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void | fireEvent (bool activate, BaseObject *originator, const std::string &name="") |
| Fires an event which activates or deactivates a state with agiven originator (the object which triggered the event). More...
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void | fireEvent (Event &event) |
| Fires an event, using the Event struct. More...
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BaseObject * | getCreator () const |
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BaseObject * | getEventListener (unsigned int index) const |
| Returns an event listener with a given index. More...
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BaseObject * | getEventSource (unsigned int index, const std::string &state) const |
| Returns an eventsource with a given index. More...
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const XMLFile * | getFile () const |
| Returns a pointer to the XMLFile that loaded this object. More...
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const std::string & | getFilename () const |
| Returns the levelfile that loaded this object. More...
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Gametype * | getGametype () const |
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Level * | getLevel () const |
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const std::string & | getLoaderIndentation () const |
| Returns the indentation of the debug output in the Loader. More...
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const std::string & | getMainStateName () const |
| Returns the name of the main state. More...
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const std::string & | getName () const |
| Returns the name of the object. More...
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Namespace * | getNamespace () const |
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const std::string & | getOldName () const |
| Returns the old name of the object. More...
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Scene * | getScene () const |
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virtual uint32_t | getSceneID () const |
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const std::set< Template * > & | getTemplates () const |
| Returns the set of all aplied templates. More...
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const mbool & | isActive () const |
| Returns the state of the objects activity. More...
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bool | isInitialized () const |
| Returns if the object was initialized (passed the object registration). More...
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const mbool & | isVisible () const |
| Returns the state of the objects visibility. More...
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virtual void | processEvent (Event &event) |
| Processing an event by calling the right main state. More...
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void | removeEventSource (BaseObject *source) |
| Removes an eventsource (but doesn't unregister itself at the source). More...
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void | setActive (bool bActive) |
| Sets the state of the objects activity. More...
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void | setCreator (BaseObject *creator) |
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void | setFile (const XMLFile *file) |
| Sets a pointer to the xml file that loaded this object. More...
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void | setGametype (const StrongOrWeakPtr< Gametype > &gametype) |
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void | setLevel (const StrongOrWeakPtr< Level > &level) |
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void | setLoaderIndentation (const std::string &indentation) |
| Sets the indentation of the debug output in the Loader. More...
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void | setMainState (bool state) |
| Sets the main state of the object to a given boolean value. More...
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void | setMainStateName (const std::string &name) |
| Sets the name of the main state (used for event reactions). More...
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void | setName (const std::string &name) |
| Sets the name of the object. More...
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void | setNamespace (const StrongOrWeakPtr< Namespace > &ns) |
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void | setScene (const StrongOrWeakPtr< Scene > &scene, uint32_t sceneID) |
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void | setVisible (bool bVisible) |
| Sets the state of the objects visibility. More...
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virtual void | XMLEventPort (Element &xmlelement, XMLPort::Mode mode) |
| Defines the possible event states of this object and parses eventsources from an XML file. More...
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virtual void | XMLPort (Element &xmlelement, XMLPort::Mode mode) |
| XML loading and saving. More...
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| OrxonoxClass () |
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OrxonoxClass & | operator= (const OrxonoxClass &)=default |
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| Configurable () |
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void | setConfigValues () |
| Function to collect the SetConfigValue-macro calls. More...
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| Listable () |
| Constructor: Allocates space in the element list. More...
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| Listable (Context *context) |
| Constructor: Allocates space in the element list and assigns the context. More...
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virtual | ~Listable () |
| Destructor: Removes the object from the object-lists. More...
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Context * | getContext () const |
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void | setContext (Context *context) |
| Changes the context. More...
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void | unregisterObject () |
| Removes this object from the object-lists. More...
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| Identifiable () |
| Constructor: Sets the default values. More...
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virtual | ~Identifiable () |
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ORX_FORCEINLINE void * | getDerivedPointer (unsigned int classID) |
| Returns a valid pointer of any derived type that is registered in the class hierarchy. More...
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template<class T > |
ORX_FORCEINLINE T * | getDerivedPointer (unsigned int classID) |
| Version of getDerivedPointer with template. More...
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template<class T > |
ORX_FORCEINLINE const T * | getDerivedPointer (unsigned int classID) const |
| Const version of getDerivedPointer with template. More...
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Identifier * | getIdentifier () const |
| Returns the Identifier of the object. More...
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bool | isA (const Identifier *identifier) |
| Returns true if the object's class is of the given type or a derivative. More...
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template<class B > |
bool | isA (const SubclassIdentifier< B > *identifier) |
| Returns true if the object's class is of the given type or a derivative. More...
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bool | isA (const Identifiable *object) |
| Returns true if the object's class is of the given type or a derivative. More...
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bool | isChildOf (const Identifier *identifier) |
| Returns true if the object's class is a child of the given type. More...
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template<class B > |
bool | isChildOf (const SubclassIdentifier< B > *identifier) |
| Returns true if the object's class is a child of the given type. More...
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bool | isChildOf (const Identifiable *object) |
| Returns true if the object's class is a child of the given type. More...
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bool | isDirectChildOf (const Identifier *identifier) |
| Returns true if the object's class is a direct child of the given type. More...
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template<class B > |
bool | isDirectChildOf (const SubclassIdentifier< B > *identifier) |
| Returns true if the object's class is a direct child of the given type. More...
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bool | isDirectChildOf (const Identifiable *object) |
| Returns true if the object's class is a direct child of the given type. More...
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bool | isDirectParentOf (const Identifier *identifier) |
| Returns true if the object's class is a direct parent of the given type. More...
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template<class B > |
bool | isDirectParentOf (const SubclassIdentifier< B > *identifier) |
| Returns true if the object's class is a direct parent of the given type. More...
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bool | isDirectParentOf (const Identifiable *object) |
| Returns true if the object's class is a direct child of the given type. More...
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bool | isExactlyA (const Identifier *identifier) |
| Returns true if the object's class is exactly of the given type. More...
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template<class B > |
bool | isExactlyA (const SubclassIdentifier< B > *identifier) |
| Returns true if the object's class is exactly of the given type. More...
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bool | isExactlyA (const Identifiable *object) |
| Returns true if the object's class is exactly of the given type. More...
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bool | isParentOf (const Identifier *identifier) |
| Returns true if the object's class is a parent of the given type. More...
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template<class B > |
bool | isParentOf (const SubclassIdentifier< B > *identifier) |
| Returns true if the object's class is a parent of the given type. More...
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bool | isParentOf (const Identifiable *object) |
| Returns true if the object's class is a parent of the given type. More...
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| Destroyable () |
| Constructor: Sets the default values. More...
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virtual | ~Destroyable () |
| Destructor: Notifies all DestructionListener (for example weak pointers) that this object is being deleted. More...
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void | destroy () |
| Deletes the object if no strong pointers point to this object. More...
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void | destroyLater () |
| Works like destroy() but doesn't destroy the object until the current tick has ended. More...
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unsigned int | getReferenceCount () const |
| Returns the number of strong pointers that point to this object. More...
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| OrxonoxInterface () |
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| GSLevelMemento () |
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Short Gaming Manual: There are three different parties a player can belong to: victim, chaser or killer Every player starts as chaser.
As long as there are not enough victims and killers, you can change your and other player's parties by shooting them. In order to win you have to earn as much points as possible:
- as victim by escaping the chasers
- as chaser by shooting the victim
- as killer by killing the chasers
What you shouldn't do is shooting at players of your own party. By doing so your score will decrease.
P.S: If you don't want to be a victim: Get rid of your part by shooting a chaser.
- Todo:
- : pig punkte vergeben pro Zeit! killerfarbe schwarz; evtl. eigenes Raumfahrzeug; Low; Codeoptimierung und Dokumentation