Changeset 10437 for code/trunk
- Timestamp:
- May 8, 2015, 12:17:03 AM (10 years ago)
- Location:
- code/trunk/src
- Files:
-
- 6 edited
Legend:
- Unmodified
- Added
- Removed
-
code/trunk/src/modules/jump/JumpScore.cc
r10262 r10437 91 91 { 92 92 float fuel = owner_->getFuel(); 93 orxout() << fuel << endl;94 93 std::string str; 95 94 -
code/trunk/src/orxonox/worldentities/ControllableEntity.h
r9667 r10437 39 39 namespace orxonox 40 40 { 41 /** 42 @brief 43 The ControllableEntity is derived from the @ref orxonox::MobileEntity. ControllableEntities can be controlled by @ref orxonox::Controller Controllers. 44 A Controller will call (based on user input, AI decision, ...) for example the function @see moveFrontBack or the function @see rotateYaw to 45 move the ControllableEntity through space. A Controller could also call the @see boost function to tell the ControllableEntity that he wants it to boost. 46 */ 47 41 48 class _OrxonoxExport ControllableEntity : public MobileEntity 42 49 { -
code/trunk/src/orxonox/worldentities/MobileEntity.h
r9667 r10437 38 38 namespace orxonox 39 39 { 40 /** 41 @brief 42 The MobileEntity is a derived class from @ref orxonox::WorldEntity and @ref orxonox::Tickable. It is supposed to be the base class of 43 @ref orxonox::MovableEntity and @ref orxonox::ControllableEntity. You will never need to instanciate a MobileEntity directly. 44 Use only its derivatives. 45 In addition to the functionalities of the @ref orxonox::WorldEntity this class has a linear and angular velocity and a linear and angular acceleration. 46 Every time the @see tick function is called the linear acceleration is multiplied by the time since the last call of tick and then added to the 47 linear velocity. Then the linear velocity is multiplied by the time since the last call of tick and then added to the position. The same happens with 48 the angular acceleration and velocity. With this procedure MobileEntities can change their position and orientation with time. 49 */ 50 40 51 class _OrxonoxExport MobileEntity : public WorldEntity, public Tickable 41 52 { -
code/trunk/src/orxonox/worldentities/StaticEntity.h
r9667 r10437 36 36 namespace orxonox 37 37 { 38 /** 39 @brief 40 The StaticEntity is the simplest derivative of the @ref orxonox::WorldEntity class. This means all StaticEntity instances also have 41 a position in space, a mass, a scale, a frication, ... because every StaticEntity is a WorldEntity. You can attach StaticEntities to eachother ike @ref orxonox::WorldEntity WorldEntities. 42 43 In contrast to the MobileEntity the StaticEntity cannot move with respect to the parent to which it is attached. That's why 44 it is called StaticEntity. It will keep the same position (always with respect to its parent) forever unless you call the 45 function @see setPosition to changee it. 46 */ 47 38 48 class _OrxonoxExport StaticEntity : public WorldEntity 39 49 { -
code/trunk/src/orxonox/worldentities/pawns/Pawn.h
r10216 r10437 39 39 40 40 namespace orxonox // tolua_export 41 { // tolua_export 41 { 42 /** 43 @brief 44 Everything in Orxonoy that has a health attribute is a Pawn. After a Pawn is spawned its health is set to 45 its initial health. In every call of the Pawns tick function the game checks whether the pawns health is at 46 or below zero. If it is, the pawn gets killed. 47 48 Pawns can carry pickups and fire weapons. The can also have shields. 49 50 Notice that every Pawn is a ControllableEntity. 51 */ 52 53 // tolua_export 42 54 class _OrxonoxExport Pawn // tolua_export 43 55 : public ControllableEntity, public RadarViewable, public PickupCarrier -
code/trunk/src/orxonox/worldentities/pawns/SpaceShip.h
r10216 r10437 47 47 @brief 48 48 The SpaceShip is the principal entity through which the player interacts with the game. Its main function is to fly, however many things, such as @ref orxonox::Engine Engines or @ref orxonox::Weapon Weapons, can be attached to it. 49 The feature that you can add @ref orxonox::Engine Engines is new in this class. However adding @ref orxonox::Weapon Weapons is possible because every Spaceship is a Pawn (due to inheritance) and every Pawn can carry @ref orxonox::Weapon Weapons. 49 50 50 51 There are several parameters that define the behavior of the SpaceShip>
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