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source: orxonox.OLD/orxonox/branches/particleEngine/src/world_entities/player.h @ 3963

Last change on this file since 3963 was 3873, checked in by patrick, 20 years ago

orxonox/trunk: added the weapon module to the debug system. some minor changes in the weaponmanager

File size: 1.8 KB
Line 
1/*!
2    \file player.h
3    \brief Implements a basic controllable WorldEntity
4*/
5
6#ifndef _PLAYER_H
7#define _PLAYER_H
8
9#include "world_entity.h"
10
11template<class T> class tList;
12class Weapon;
13class WeaponManager;
14class Vector;
15class World;
16
17//! Basic controllable WorldEntity
18class Player : public WorldEntity
19{
20  friend class World;
21 
22 public:
23  Player();
24  virtual ~Player();
25
26  void addWeapon(Weapon* weapon);
27  void removeWeapon(Weapon* weapon);
28 
29  virtual void postSpawn();
30  virtual void leftWorld();
31  virtual void hit(WorldEntity* weapon, Vector* loc);
32  virtual void collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags);
33
34  virtual void tick(float time); 
35  virtual void draw();
36
37  virtual void command(Command* cmd);
38 
39 private:
40  bool bUp;              //!< up button pressed.
41  bool bDown;            //!< down button pressed.
42  bool bLeft;            //!< left button pressed.
43  bool bRight;           //!< right button pressed.
44  bool bAscend;          //!< ascend button pressed.
45  bool bDescend;         //!< descend button presses.
46  bool bFire;            //!< fire button pressed.
47  bool bWeaponChange;    //!< weapon change button pressed
48
49  tList<Weapon>* weapons;//!< a list of weapon
50  Weapon* activeWeapon;  //!< the weapon that is currenty activated
51  Weapon* activeWeaponL;  //temporary -- FIX THIS
52  WeaponManager* weaponMan; //!< the weapon manager: managing a list of weapon to wepaon-slot mapping
53
54  World* myWorld;        //!< reference to the world object
55
56  Vector* velocity;       //!< the velocity of the player.
57  float travelSpeed;     //!< the current speed of the player (to make soft movement)
58  float acceleration;    //!< the acceleration of the player.
59 
60  void move(float time);
61  void weapon(void);
62 
63};
64
65#endif /* _PLAYER_H */
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