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source: code/branches/largeShip1/src/modules/pong/PongBall.h @ 10169

Last change on this file since 10169 was 8108, checked in by dafrick, 14 years ago

Merging changes from tetris branch into trunk, since they are also useful, there.

  • Property svn:eol-style set to native
File size: 5.4 KB
Line 
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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file PongBall.h
31    @brief Declaration of the PongBall class.
32    @ingroup Pong
33*/
34
35#ifndef _PongBall_H__
36#define _PongBall_H__
37
38#include "pong/PongPrereqs.h"
39
40#include "util/Math.h"
41
42#include "worldentities/MovableEntity.h"
43
44namespace orxonox
45{
46
47    /**
48    @brief
49        This class manages the ball for @ref orxonox::Pong "Pong".
50
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.
52
53    @author
54        Fabian 'x3n' Landau
55
56    @ingroup Pong
57    */
58    class _PongExport PongBall : public MovableEntity
59    {
60        public:
61            PongBall(BaseObject* creator);
62            virtual ~PongBall();
63
64            virtual void tick(float dt);
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            */
71            void setFieldDimension(float width, float height)
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            */
77            void setFieldDimension(const Vector2& dimension)
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            */
83            Vector2 getFieldDimension() const
84                { return Vector2(this->fieldWidth_, this->fieldHeight_); }
85
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            */
91            float getSpeed() const
92                { return this->speed_; }
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            */
98            void setAccelerationFactor(float factor)
99                { this->accelerationFactor_ = factor; }
100            /**
101            @brief Get the acceleration factor of the ball.
102            @return Returns the acceleration factor of the ball.
103            */
104            float getAccelerationFactor() const
105                { return this->accelerationFactor_; }
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            */
111            void setBatLength(float batlength)
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            */
117            float getBatLength() const
118                { return this->batlength_; }
119
120            void setBats(WeakPtr<PongBat>* bats); //!< Set the bats for the ball.
121            void applyBats(); //!< Get the bats over the network.
122
123            static const float MAX_REL_Z_VELOCITY;
124
125        private:
126            void registerVariables();
127
128            float fieldWidth_; //!< The width of the playing field.
129            float fieldHeight_; //!< The height of the playing field.
130            float speed_; //!< The speed (in x-direction) of the ball.
131            float accelerationFactor_; //!< The acceleration factor of the ball.
132            float batlength_; //!< The length of the bats (in z-direction) as percentage of the height of the playing field.
133            WeakPtr<PongBat>* bat_; //!< An array with the two bats.
134            bool bDeleteBats_; //!< Bool, to keep track, of whether this->bat_ exists or not.
135            unsigned int* batID_; //!< The object IDs of the bats, to be able to synchronize them over the network.
136            float relMercyOffset_; //!< Offset, that makes the player not loose, when, in all fairness, he would have.
137    };
138}
139
140#endif /* _PongBall_H__ */
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