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source: code/branches/objecthierarchy/src/orxonox/gamestates/GSStandalone.cc @ 2007

Last change on this file since 2007 was 1989, checked in by landauf, 16 years ago
  • added ControllableEntity, the baseclass of all players, vehicles and ships.
  • moved Template to core
  • some changes in Camera
  • added 6 constants to WorldEntity to identify relative directions
  • changed vom Radian to Degree as default angle unit
  • Property svn:eol-style set to native
File size: 2.2 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 *      Reto Grieder
24 *   Co-authors:
25 *      Fabian 'x3n' Landau
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSStandalone.h"
31
32#include "core/input/InputManager.h"
33#include "core/ConsoleCommand.h"
34#include "core/Core.h"
35
36namespace orxonox
37{
38    GSStandalone::GSStandalone()
39        : GSLevel("standalone")
40    {
41    }
42
43    GSStandalone::~GSStandalone()
44    {
45    }
46
47    void GSStandalone::enter()
48    {
49        GSLevel::enter();
50
51        Core::setIsStandalone(true);
52        this->loadLevel();
53
54        // add console commands
55        FunctorMember<GSLevel>* functor = createFunctor(&GSLevel::setTimeFactor);
56        functor->setObject(this);
57        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor, "setTimeFactor")).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0);;
58
59        // level is loaded: we can start capturing the input
60        InputManager::getInstance().requestEnterState("game");
61    }
62
63    void GSStandalone::leave()
64    {
65        InputManager::getInstance().requestLeaveState("game");
66
67        // TODO: Remove and destroy console command
68
69        this->unloadLevel();
70
71        GSLevel::leave();
72
73        Core::setIsStandalone(false);
74    }
75
76    void GSStandalone::ticked(const Clock& time)
77    {
78        GSLevel::ticked(time);
79        this->tickChild(time);
80    }
81}
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