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source: code/branches/formationFS15/src/modules/jump/JumpCenterpoint.h @ 10422

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabien Vultier
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _JumpCenterpoint_H__
30#define _JumpCenterpoint_H__
31
32#include "jump/JumpPrereqs.h"
33
34#include <string>
35
36#include <util/Math.h>
37
38#include "worldentities/StaticEntity.h"
39
40namespace orxonox
41{
42   
43    /**
44    @brief
45        The JumpCenterpoint implements the playing field @ref orxonox::Jump "Jump" takes place in and allows for many parameters of the minigame to be set.
46        The playing field resides in the x,z-plane, with the x-axis being the horizontal axis and the z-axis being the vertical axis.
47       
48        Various parameters can be set:
49        - The <b>dimension</b> is a vector, that defines the width and height of the playing field. The default is <em>(200, 120)</em>.
50        - The <b>balltemplate</b> is a template that is applied to the @ref orxonox::JumpPlatform "JumpPlatform", it can be used to attach different things to it, e.g. its @ref orxonox::Model "Model". See below for a usage example.
51        - The <b>battemplate</b> is a template that is applied to the @ref orxonox::JumpPlatform "JumpFigure", it can be used to attach different things to it, e.g. its @ref orxonox::Model "Model". See below for a usage example.
52        - The <b>ballspeed</b> is the speed with which the @ref orxonox::JumpPlatform "JumpPlatform" moves. The default is <em>100</em>.
53        - The <b>ballaccfactor</b> is the acceleration factor for the @ref orxonox::JumpPlatform "JumpPlatform". The default is <em>1.0</em>.
54        - The <b>batspeed</b> is the speed with which the @ref orxonox::JumpFigure "JumpFigures" move. The default is <em>60</em>.
55        - The <b>batlength</b> is the length of the @ref orxonox::JumpFigure "JumpFigures" as the percentage of the height of the playing field. The default is <em>0.25</em>.
56       
57        An example in XML of the JumpCenterpoint would be:
58       
59        First the needed templates:
60        The template for the @ref orxonox::JumpPlatform "JumpPlatform".
61        @code
62        <Template name="jumpball">
63          <JumpPlatform>
64            <attached>
65              <Model mesh="sphere.mesh" scale="2" />
66              <ParticleSpawner name="hiteffect" position="0,0,0" source="Orxonox/sparks2" lifetime="0.01" autostart="0" mainstate="spawn" />
67            </attached>
68            <eventlisteners>
69              <EventTarget target="hiteffect" />
70            </eventlisteners>
71          </JumpPlatform>
72        </Template>
73        @endcode
74        As can be seen, a sphere is attached as the @ref orxonox::Model "Model" for the @ref orxonox::JumpPlatform "JumpPlatform", and also an @ref orxonox::EventListener "EventListener" that triggers a @ref orxonox::ParticleSpawner "ParticleSpawner", whenever the ball hits the boundaries is attached.
75       
76        Additionally the template for the @ref orxonox::JumpFigure "JumpFigure".
77        @code
78        <Template name="jumpbatcameras" defaults="0">
79          <JumpFigure>
80            <camerapositions>
81              <CameraPosition position="0,200,0" pitch="-90" absolute="true" />
82            </camerapositions>
83          </JumpFigure>
84        </Template>
85
86        <Template name="jumpbat">
87          <JumpFigure camerapositiontemplate=jumpbatcameras>
88            <attached>
89              <Model position="0,0,3" mesh="cube.mesh" scale3D="14,2,2" />
90            </attached>
91          </JumpFigure>
92        </Template>
93        @endcode
94        As can be seen, there are actually two templates. The first template is needed to set the camera for the @ref orxonox::JumpFigure "JumpFigure". The second template ist the actual template for the @ref orxonox::JumpFigure "JumpFigure", the template for the camera position is added and a @ref orxonox::Model "Model" for the @ref orxonox::JumpFigure "JumpFigure" is attached.
95        propellerTemplate_
96        Finally the JumpCenterpoint is created.
97        @code
98        <JumpCenterpoint name="jumpcenter" dimension="200,120" balltemplate="jumpball" battemplate="jumpbat" ballspeed="200" ballaccfactor="1.0" batspeed="130" batlength="0.25">
99          <attached>
100            <Model position="0,0,60" mesh="cube.mesh" scale3D="105,1,1" />
101            <Model position="0,0,-60" mesh="cube.mesh" scale3D="105,1,1" />
102          </attached>
103        </JumpCenterpoint>
104        @endcode
105        All parameters are specified. And also two @ref orxonox::Model "Models" (for the upper and lower boundary) are attached.
106       
107        For a more elaborate example, have a look at the <code>jump.oxw</code> level file.
108
109    */
110    class _JumpExport JumpCenterpoint : public StaticEntity
111    {
112        public:
113            JumpCenterpoint(Context* context); //!< Constructor. Registers and initializes the object and checks whether the gametype is actually Jump.
114            virtual ~JumpCenterpoint() {}
115            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method to create a JumpCenterpoint through XML.
116            virtual void changedGametype();
117            void setPlatformStaticTemplate(const std::string& balltemplate)
118                { this->platformStaticTemplate_ = balltemplate; }
119            const std::string& getPlatformStaticTemplate() const
120                { return this->platformStaticTemplate_; }
121            void setPlatformHMoveTemplate(const std::string& balltemplate)
122                { this->platformHMoveTemplate_ = balltemplate; }
123            const std::string& getPlatformHMoveTemplate() const
124                { return this->platformHMoveTemplate_; }
125            void setPlatformVMoveTemplate(const std::string& balltemplate)
126                { this->platformVMoveTemplate_ = balltemplate; }
127            const std::string& getPlatformVMoveTemplate() const
128                { return this->platformVMoveTemplate_; }
129            void setPlatformDisappearTemplate(const std::string& balltemplate)
130                { this->platformDisappearTemplate_ = balltemplate; }
131            const std::string& getPlatformDisappearTemplate() const
132                { return this->platformDisappearTemplate_; }
133            void setPlatformTimerTemplate(const std::string& balltemplate)
134                { this->platformTimerTemplate_ = balltemplate; }
135            const std::string& getPlatformTimerTemplate() const
136                { return this->platformTimerTemplate_; }
137            void setPlatformFakeTemplate(const std::string& balltemplate)
138                { this->platformFakeTemplate_ = balltemplate; }
139            const std::string& getPlatformFakeTemplate() const
140                { return this->platformFakeTemplate_; }
141            void setProjectileTemplate(const std::string& newTemplate)
142                { this->projectileTemplate_ = newTemplate; }
143            const std::string& getProjectileTemplate() const
144                { return this->projectileTemplate_; }
145            void setSpringTemplate(const std::string& newTemplate)
146                { this->springTemplate_ = newTemplate; }
147            const std::string& getSpringTemplate() const
148                { return this->springTemplate_; }
149            void setRocketTemplate(const std::string& newTemplate)
150                { this->rocketTemplate_ = newTemplate; }
151            const std::string& getRocketTemplate() const
152                { return this->rocketTemplate_; }
153            void setPropellerTemplate(const std::string& newTemplate)
154                { this->propellerTemplate_ = newTemplate; }
155            const std::string& getPropellerTemplate() const
156                { return this->propellerTemplate_; }
157            void setBootsTemplate(const std::string& newTemplate)
158                { this->bootsTemplate_ = newTemplate; }
159            const std::string& getBootsTemplate() const
160                { return this->bootsTemplate_; }
161            void setShieldTemplate(const std::string& newTemplate)
162                { this->shieldTemplate_ = newTemplate; }
163            const std::string& getShieldTemplate() const
164                { return this->shieldTemplate_; }
165            void setFigureTemplate(const std::string& newTemplate)
166                { this->figureTemplate_ = newTemplate; }
167            const std::string& getFigureTemplate() const
168                { return this->figureTemplate_; }
169            void setEnemy1Template(const std::string& newTemplate)
170                { this->enemy1Template_ = newTemplate; }
171            const std::string& getEnemy1Template() const
172                { return this->enemy1Template_; }
173            void setEnemy2Template(const std::string& newTemplate)
174                { this->enemy2Template_ = newTemplate; }
175            const std::string& getEnemy2Template() const
176                { return this->enemy2Template_; }
177            void setEnemy3Template(const std::string& newTemplate)
178                { this->enemy3Template_ = newTemplate; }
179            const std::string& getEnemy3Template() const
180                { return this->enemy3Template_; }
181            void setEnemy4Template(const std::string& newTemplate)
182                { this->enemy4Template_ = newTemplate; }
183            const std::string& getEnemy4Template() const
184                { return this->enemy4Template_; }
185            void setFieldDimension(const Vector2& dimension)
186                { this->width_ = dimension.x; this->height_ = dimension.y; }
187            Vector2 getFieldDimension() const
188                { return Vector2(this->width_, this->height_); }
189            void setSectionLength(const float sectionLength)
190                { this->sectionLength_ = sectionLength; }
191            float getSectionLength() const
192                { return sectionLength_; }
193            void setPlatformSpeed(const float platformSpeed)
194                { this->platformSpeed_ = platformSpeed; }
195            float getPlatformSpeed() const
196                { return platformSpeed_; }
197            void setCameraOffset(const float cameraOffset)
198                { this->cameraOffset_ = cameraOffset; }
199            float getCameraOffset() const
200                { return cameraOffset_; }
201        private:
202            void checkGametype();
203            std::string platformStaticTemplate_;
204            std::string platformHMoveTemplate_;
205            std::string platformVMoveTemplate_;
206            std::string platformDisappearTemplate_;
207            std::string platformTimerTemplate_;
208            std::string platformFakeTemplate_;
209            std::string projectileTemplate_;
210            std::string springTemplate_;
211            std::string rocketTemplate_;
212            std::string propellerTemplate_;
213            std::string bootsTemplate_;
214            std::string shieldTemplate_;
215            std::string figureTemplate_;
216            std::string enemy1Template_;
217            std::string enemy2Template_;
218            std::string enemy3Template_;
219            std::string enemy4Template_;
220            float width_;
221            float height_;
222            float sectionLength_;
223            float platformSpeed_;
224            float cameraOffset_;
225    };
226}
227
228#endif /* _JumpCenterpoint_H__ */
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