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1 | /*! |
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2 | @file weapon.h |
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3 | * a weapon that a player can use |
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4 | |
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5 | A Player has a list of weapons, that can be choosen to shoot projectiles |
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6 | (projectiles.{cc,h}) at enemies. These weapons can be shooted sequentially |
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7 | or (if able) combined. Therefore you can choose the weapon mode = choose |
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8 | a weapon. |
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9 | |
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10 | A weapon is characterized by: |
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11 | o firing-rate: the initial firing rate of a weapon (1/s = Herz) |
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12 | o slowdown-factor: this is a factor d: exp(-d*x), d is element of all positive R. it determines how fast the firing-rate will slow down. if no slowdown: d=0, the bigger d is, the faster the weapon will slow down! |
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13 | o energy-consumption: this determines the energy that has to be used to produce this projectile = costs per projectile |
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14 | |
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15 | Furthermore there are some other attributes, that will help to represent a firing |
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16 | weapon in this world: |
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17 | o sound file/ressource: this is a pointer to the sound-file/ressource. however it may be represented |
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18 | o shooting animation |
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19 | |
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20 | */ |
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21 | |
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22 | |
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23 | #ifndef _LASER_CANNON_H |
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24 | #define _LASER_CANNON_H |
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25 | |
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26 | #include "weapon.h" |
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27 | |
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28 | |
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29 | class LaserCannon : public Weapon |
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30 | { |
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31 | public: |
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32 | LaserCannon (const TiXmlElement* root = NULL); |
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33 | virtual ~LaserCannon (); |
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34 | |
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35 | void init(); |
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36 | virtual void loadParams(const TiXmlElement* root); |
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37 | |
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38 | virtual void activate(); |
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39 | virtual void deactivate(); |
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40 | |
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41 | virtual void fire(); |
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42 | |
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43 | private: |
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44 | PNode* objectComponent1; //<! the gun is made of multiple parts, these PNodes represent their location and orientation |
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45 | }; |
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46 | |
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47 | #endif /* _LASER_CANNON_H */ |
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