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source: orxonox.OLD/branches/osX/src/story_entities/game_world.h @ 7169

Last change on this file since 7169 was 6845, checked in by bensch, 19 years ago

trunk: Element2D's should be loadable over the <Elements> </Elements> tab

File size: 3.2 KB
Line 
1/*!
2 * @file game_world.h
3 *  container for all game worlds (singleplayers, multiplayers..)
4 */
5
6#ifndef _GAME_WORLD_H
7#define _GAME_WORLD_H
8
9
10#include "story_entity.h"
11#include "game_world_data.h"
12
13class TiXmlElement;
14class Shell;
15class WorldEntity;
16class GameWorldData;
17
18
19//! The game world
20/**
21 *  this class initializes everything that should be displayed inside of the current level.
22 *  it is the main driving factor during gameplay.
23 */
24class GameWorld : public StoryEntity
25{
26
27  public:
28    GameWorld (const TiXmlElement* root = NULL);
29    virtual ~GameWorld ();
30
31    virtual void loadParams(const TiXmlElement* root);
32
33    /* functions from story-entity */
34    virtual ErrorMessage init();
35    virtual ErrorMessage loadData();
36    virtual ErrorMessage unloadData();
37
38    virtual bool start();
39    virtual bool stop();
40    virtual bool pause();
41    virtual bool resume();
42    virtual void run();
43
44    /**  this returns the current game time @returns elapsed game time     */
45    inline double getGameTime() { return this->gameTime; }
46    /** sets the game speed @param speed speed of the Game */
47    inline void setSpeed(float speed) { this->speed = speed; };
48    /**  returns the track path of this world @returns the track path */
49    const char* getPath() { return this->path; }
50    void setPath( const char* name);
51
52    /** toggles the PNode visibility in the world (drawn as boxes) */
53    void togglePNodeVisibility() { this->showPNodes = !this->showPNodes; };
54    /** toggles the bounding volume (BV) visibility */
55    void toggleBVVisibility() { this->showBV = !this->showBV; };
56
57
58
59
60    inline void setSky(WorldEntity* sky) { this->dataTank->sky = sky; }
61
62
63  protected:
64    /* world - running functions */
65    virtual void synchronize();
66    virtual void handleInput();
67    virtual void tick(std::list<WorldEntity*> worldEntity, float dt);
68    virtual void tick();
69    virtual void update();
70    virtual void collide();
71    virtual void draw();
72    virtual void display();
73
74
75  private:
76    void displayLoadScreen();
77    void releaseLoadScreen();
78
79
80  protected:
81    GameWorldData*      dataTank;                     //!< reference to the GameWorld Data Tank
82    TiXmlElement*       dataXML;                      //!< The XML-Element this World has been loaded with.
83    char*               path;                         //!< The file from which this world is loaded
84
85    bool                showPNodes;                   //!< if the PNodes should be visible.
86    bool                showBV;                       //!< if the Bounding Volumes should be visible.
87
88    /* world timing */
89    Uint32              lastFrame;                    //!< last time of frame
90    Uint32              cycle;                        //!< The cycle we are in (starts with 0 and rises with every frame)
91    Uint32              dt;                           //!< time needed to calculate this frame (in milliSeconds)
92    float               dtS;                          //!< The time needed for caluculations in seconds
93    float               speed;                        //!< how fast the game flows
94    double              gameTime;                     //!< this is where the game time is saved
95
96    /* external modules interfaces */
97    Shell*              shell;
98};
99
100#endif /* _GAME_WORLD_H */
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