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source: orxonox.OLD/branches/scriptchanges.new/src/world_entities/creatures/fps_player.h @ 10383

Last change on this file since 10383 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 1.7 KB
Line 
1/*!
2 * @file fps_player.h
3 * Implements a playable for fps games
4 */
5
6#ifndef _FPS_PLAYER_H
7#define _FPS_PLAYER_H
8
9
10#include "playable.h"
11
12
13class AimingSystem;
14
15
16class FPSPlayer : public Playable
17{
18  ObjectListDeclaration(FPSPlayer);
19
20  public:
21    FPSPlayer(const TiXmlElement* root = NULL);
22    virtual ~FPSPlayer();
23
24    virtual void loadParams(const TiXmlElement* root);
25
26    virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f);
27
28    virtual void enter();
29    virtual void leave();
30
31    virtual void reset();
32
33    virtual void destroy(WorldEntity* killer);
34    virtual void respawn();
35
36    virtual void tick(float time);
37    virtual void draw() const;
38
39
40    virtual void process(const Event &event);
41
42  private:
43    void init();
44
45    bool                  bLeft;
46    bool                  bRight;
47    bool                  bForward;
48    bool                  bBackward;
49    bool                  bJump;              //!< jumping
50    bool                  bPosBut;             //!< position button
51    bool                  bFire;              //!< fire button
52
53    float                 xMouse;             //!< mouse moved in x-Direction
54    float                 yMouse;             //!< mouse moved in y-Direction
55
56
57    float                 heading;
58    float                 attitude;
59
60    PNode                 cameraNode;
61
62    float                 fallVelocity;        //!< velocity for falling down
63    float                 jumpForce;           //!< the jump force
64
65    bool                  initWeapon;
66
67    AimingSystem*         aimingSystem;        //!< aiming system of the player
68
69    float                 damageTicker;        //!< ticker for dealing damage
70};
71
72#endif
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