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source: orxonox.OLD/orxonox/trunk/src/world_entities/player.h @ 4398

Last change on this file since 4398 was 4382, checked in by bensch, 20 years ago

orxonox/trunk: BaseObject virtual public in PNode and Player(for test).
This is, so only one Object of type BaseObject is being created when deriving with multiple inheritance

@patrick: read it in a book at the lake today :)

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#include "physics_interface.h"
11
12template<class T> class tList;
13class Weapon;
14class WeaponManager;
15class Vector;
16class World;
17
18//! Basic controllable WorldEntity
19class Player : public WorldEntity, public PhysicsInterface
20{
21  friend class World;
22 
23 public:
24  Player();
25  Player(const TiXmlElement* root);
26  virtual ~Player();
27
28  void addWeapon(Weapon* weapon);
29  void removeWeapon(Weapon* weapon);
30 
31  virtual void postSpawn();
32  virtual void leftWorld();
33  virtual void hit(WorldEntity* weapon, Vector* loc);
34  virtual void collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags);
35
36  virtual void tick(float time); 
37  virtual void draw();
38
39  virtual void command(Command* cmd);
40 
41 private:
42  bool bUp;              //!< up button pressed.
43  bool bDown;            //!< down button pressed.
44  bool bLeft;            //!< left button pressed.
45  bool bRight;           //!< right button pressed.
46  bool bAscend;          //!< ascend button pressed.
47  bool bDescend;         //!< descend button presses.
48  bool bFire;            //!< fire button pressed.
49  bool bWeaponChange;    //!< weapon change button pressed
50
51  tList<Weapon>* weapons;//!< a list of weapon
52  Weapon* activeWeapon;  //!< the weapon that is currenty activated
53  Weapon* activeWeaponL;  //temporary -- FIX THIS
54  WeaponManager* weaponMan; //!< the weapon manager: managing a list of weapon to wepaon-slot mapping
55
56  World* myWorld;        //!< reference to the world object
57
58  Vector* velocity;       //!< the velocity of the player.
59  float travelSpeed;     //!< the current speed of the player (to make soft movement)
60  float acceleration;    //!< the acceleration of the player.
61 
62  void move(float time);
63  void weapon(void);
64 
65};
66
67#endif /* _PLAYER_H */
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