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source: orxonox.OLD/trunk/src/util/singleplayer_shootemup.cc @ 7900

Last change on this file since 7900 was 7488, checked in by patrick, 19 years ago

orxonox: mission manager less verbose and more secure now

File size: 2.1 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15#define DEBUG_MODULE_GAME_RULES
16
17#include "singleplayer_shootemup.h"
18
19#include "util/loading/load_param.h"
20#include "util/loading/factory.h"
21
22#include "mission_goal.h"
23
24
25using namespace std;
26
27
28CREATE_FACTORY(SingleplayerShootemup, CL_SINGLEPLAYER_SHOOTEMUP);
29
30
31
32/**
33 * constructor
34 */
35SingleplayerShootemup::SingleplayerShootemup(const TiXmlElement* root)
36  : GameRules(root)
37{
38  this->setClassID(CL_SINGLEPLAYER_SHOOTEMUP, "SingleplayerShootemup");
39
40  if( root != NULL)
41    this->loadParams(root);
42}
43
44/**
45 * decontsructor
46 */
47SingleplayerShootemup::~SingleplayerShootemup()
48{
49}
50
51
52
53void SingleplayerShootemup::loadParams(const TiXmlElement* root)
54{
55  GameRules::loadParams(root) ;
56
57   LoadParam(root, "death-screen-image", this, SingleplayerShootemup, setDeathScreen)
58       .describe("sets the death screen image");
59
60}
61
62
63
64void SingleplayerShootemup::setDeathScreen(const std::string& imageName)
65{}
66
67
68
69/**
70 * called when the player enters the game
71 * @param player the spawned player
72 */
73void SingleplayerShootemup::onPlayerSpawn()
74{
75}
76
77
78/**
79 * when the player is killed
80 * @param player the killed player
81 */
82void SingleplayerShootemup::onPlayerDeath()
83{
84}
85
86
87/**
88 * time tick
89 * @param dt time
90 */
91void SingleplayerShootemup::tick(float dt)
92{
93  this->checkGameRules(dt);
94}
95
96
97/**
98 * draws the stuff
99 */
100void SingleplayerShootemup::draw()
101{}
102
103
104/**
105 * check the game rules for consistency
106 */
107void SingleplayerShootemup::checkGameRules(float dt)
108{
109//   PRINTF(0)("===========| Printing Mission State:\n");
110  for (std::vector<MissionGoal*>::iterator it = this->missionList.begin(); it != this->missionList.end(); it++)
111  {
112    if( (*it)->checkMissionGoal(dt) != MS_ACCOMPLISHED)
113    {
114//       PRINTF(0)("  Mission \"%s\" is not finished yet\n", (*it)->getMissionName().c_str());
115    }
116  }
117}
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