Changeset 3710 in orxonox.OLD for orxonox/trunk
- Timestamp:
- Apr 1, 2005, 2:05:10 PM (20 years ago)
- Location:
- orxonox/trunk/src
- Files:
-
- 8 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/trunk/src/Makefile.am
r3678 r3710 48 48 world_entities/character_attributes.cc \ 49 49 world_entities/test_gun.cc \ 50 world_entities/test_bullet.cc \ 50 51 ai/ai.cc \ 51 52 lib/coord/p_node.cc \ … … 98 99 world_entities/character_attributes.h \ 99 100 world_entities/test_gun.h \ 101 world_entities/test_bullet.h \ 100 102 ai/ai.h \ 101 103 network/synchronisable.h \ -
orxonox/trunk/src/Makefile.in
r3678 r3710 61 61 skysphere.$(OBJEXT) terrain.$(OBJEXT) weapon.$(OBJEXT) \ 62 62 projectile.$(OBJEXT) character_attributes.$(OBJEXT) \ 63 test_gun.$(OBJEXT) ai.$(OBJEXT) p_node.$(OBJEXT) \64 null_parent.$(OBJEXT) helper_parent.$(OBJEXT) \63 test_gun.$(OBJEXT) test_bullet.$(OBJEXT) ai.$(OBJEXT) \ 64 p_node.$(OBJEXT) null_parent.$(OBJEXT) helper_parent.$(OBJEXT) \ 65 65 data_tank.$(OBJEXT) graphics_engine.$(OBJEXT) light.$(OBJEXT) \ 66 66 fontset.$(OBJEXT) array.$(OBJEXT) objModel.$(OBJEXT) \ … … 99 99 @AMDEP_TRUE@ ./$(DEPDIR)/skysphere.Po \ 100 100 @AMDEP_TRUE@ ./$(DEPDIR)/story_entity.Po ./$(DEPDIR)/terrain.Po \ 101 @AMDEP_TRUE@ ./$(DEPDIR)/test_gun.Po ./$(DEPDIR)/texture.Po \ 101 @AMDEP_TRUE@ ./$(DEPDIR)/test_bullet.Po ./$(DEPDIR)/test_gun.Po \ 102 @AMDEP_TRUE@ ./$(DEPDIR)/texture.Po \ 102 103 @AMDEP_TRUE@ ./$(DEPDIR)/track_manager.Po \ 103 104 @AMDEP_TRUE@ ./$(DEPDIR)/track_node.Po ./$(DEPDIR)/vector.Po \ … … 254 255 world_entities/character_attributes.cc \ 255 256 world_entities/test_gun.cc \ 257 world_entities/test_bullet.cc \ 256 258 ai/ai.cc \ 257 259 lib/coord/p_node.cc \ … … 304 306 world_entities/character_attributes.h \ 305 307 world_entities/test_gun.h \ 308 world_entities/test_bullet.h \ 306 309 ai/ai.h \ 307 310 network/synchronisable.h \ … … 440 443 @AMDEP_TRUE@@am__include@ @am__quote@./$(DEPDIR)/story_entity.Po@am__quote@ 441 444 @AMDEP_TRUE@@am__include@ @am__quote@./$(DEPDIR)/terrain.Po@am__quote@ 445 @AMDEP_TRUE@@am__include@ @am__quote@./$(DEPDIR)/test_bullet.Po@am__quote@ 442 446 @AMDEP_TRUE@@am__include@ @am__quote@./$(DEPDIR)/test_gun.Po@am__quote@ 443 447 @AMDEP_TRUE@@am__include@ @am__quote@./$(DEPDIR)/texture.Po@am__quote@ … … 656 660 @AMDEP_TRUE@@am__fastdepCXX_FALSE@ $(CXXDEPMODE) $(depcomp) @AMDEPBACKSLASH@ 657 661 @am__fastdepCXX_FALSE@ $(CXX) $(DEFS) $(DEFAULT_INCLUDES) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) $(AM_CXXFLAGS) $(CXXFLAGS) -c -o test_gun.obj `if test -f 'world_entities/test_gun.cc'; then $(CYGPATH_W) 'world_entities/test_gun.cc'; else $(CYGPATH_W) '$(srcdir)/world_entities/test_gun.cc'; fi` 662 663 test_bullet.o: world_entities/test_bullet.cc 664 @am__fastdepCXX_TRUE@ if $(CXX) $(DEFS) $(DEFAULT_INCLUDES) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) $(AM_CXXFLAGS) $(CXXFLAGS) -MT test_bullet.o -MD -MP -MF "$(DEPDIR)/test_bullet.Tpo" -c -o test_bullet.o `test -f 'world_entities/test_bullet.cc' || echo '$(srcdir)/'`world_entities/test_bullet.cc; \ 665 @am__fastdepCXX_TRUE@ then mv -f "$(DEPDIR)/test_bullet.Tpo" "$(DEPDIR)/test_bullet.Po"; else rm -f "$(DEPDIR)/test_bullet.Tpo"; exit 1; fi 666 @AMDEP_TRUE@@am__fastdepCXX_FALSE@ source='world_entities/test_bullet.cc' object='test_bullet.o' libtool=no @AMDEPBACKSLASH@ 667 @AMDEP_TRUE@@am__fastdepCXX_FALSE@ depfile='$(DEPDIR)/test_bullet.Po' tmpdepfile='$(DEPDIR)/test_bullet.TPo' @AMDEPBACKSLASH@ 668 @AMDEP_TRUE@@am__fastdepCXX_FALSE@ $(CXXDEPMODE) $(depcomp) @AMDEPBACKSLASH@ 669 @am__fastdepCXX_FALSE@ $(CXX) $(DEFS) $(DEFAULT_INCLUDES) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) $(AM_CXXFLAGS) $(CXXFLAGS) -c -o test_bullet.o `test -f 'world_entities/test_bullet.cc' || echo '$(srcdir)/'`world_entities/test_bullet.cc 670 671 test_bullet.obj: world_entities/test_bullet.cc 672 @am__fastdepCXX_TRUE@ if $(CXX) $(DEFS) $(DEFAULT_INCLUDES) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) $(AM_CXXFLAGS) $(CXXFLAGS) -MT test_bullet.obj -MD -MP -MF "$(DEPDIR)/test_bullet.Tpo" -c -o test_bullet.obj `if test -f 'world_entities/test_bullet.cc'; then $(CYGPATH_W) 'world_entities/test_bullet.cc'; else $(CYGPATH_W) '$(srcdir)/world_entities/test_bullet.cc'; fi`; \ 673 @am__fastdepCXX_TRUE@ then mv -f "$(DEPDIR)/test_bullet.Tpo" "$(DEPDIR)/test_bullet.Po"; else rm -f "$(DEPDIR)/test_bullet.Tpo"; exit 1; fi 674 @AMDEP_TRUE@@am__fastdepCXX_FALSE@ source='world_entities/test_bullet.cc' object='test_bullet.obj' libtool=no @AMDEPBACKSLASH@ 675 @AMDEP_TRUE@@am__fastdepCXX_FALSE@ depfile='$(DEPDIR)/test_bullet.Po' tmpdepfile='$(DEPDIR)/test_bullet.TPo' @AMDEPBACKSLASH@ 676 @AMDEP_TRUE@@am__fastdepCXX_FALSE@ $(CXXDEPMODE) $(depcomp) @AMDEPBACKSLASH@ 677 @am__fastdepCXX_FALSE@ $(CXX) $(DEFS) $(DEFAULT_INCLUDES) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) $(AM_CXXFLAGS) $(CXXFLAGS) -c -o test_bullet.obj `if test -f 'world_entities/test_bullet.cc'; then $(CYGPATH_W) 'world_entities/test_bullet.cc'; else $(CYGPATH_W) '$(srcdir)/world_entities/test_bullet.cc'; fi` 658 678 659 679 ai.o: ai/ai.cc -
orxonox/trunk/src/story_entities/world.cc
r3708 r3710 351 351 tn->addChild(this->localCamera); 352 352 // localCamera->lookAt(tn); 353 this->localPlayer->setMode(PNODE_ ROTATE_MOVEMENT);353 this->localPlayer->setMode(PNODE_ALL); 354 354 //Vector* cameraOffset = new Vector (0, 5, -10); 355 355 trackManager->condition(2, LEFTRIGHT, this->localPlayer); -
orxonox/trunk/src/track_manager.cc
r3675 r3710 868 868 void TrackManager::drawGraph(float dt) const 869 869 { 870 871 870 for (int i = 1; i <= trackElemCount; i++) 872 871 { … … 880 879 glVertex3f(tmpVector.x, tmpVector.y, tmpVector.z); 881 880 } 882 glEnd();881 glEnd(); 883 882 } 884 883 } -
orxonox/trunk/src/world_entities/projectile.h
r3708 r3710 2 2 \projectile.h 3 3 \brief a projectile, that is been shooted by a weapon 4 5 You can use this class to make some shoots, but this isn't the real idea. If you want to just test, if the 6 shooting funcions work, use the Projectile class. But if you want to implement your own shoots its 7 different:<br> 8 Make a new class and derive it from Projectile. To have a weapon work well, reimplement the functions 9 - void tick() 10 - void draw() 11 - void hit() (only if you have working collision detection) 12 When you have implemented these functions you have just to add the projectiles to your weapon. You ll want 13 to make this by looking into the function 14 - Weapon::fire() 15 there you just change the line: 16 Projectile* pj = new Projectile(); TO Projectile* pj = new MyOwnProjectileClass(); 17 and schwups it works... :) 4 18 */ 5 19 … … 30 44 virtual void draw (); 31 45 32 pr ivate:46 protected: 33 47 //physical attriutes like: force, speed, acceleration etc. 34 48 float speed; //!< this is the speed of the projectile -
orxonox/trunk/src/world_entities/test_bullet.cc
r3709 r3710 31 31 \brief standard constructor 32 32 */ 33 TestBullet::TestBullet (Weapon* weapon) : WorldEntity()33 TestBullet::TestBullet (Weapon* weapon) : Projectile(weapon) 34 34 {} 35 35 -
orxonox/trunk/src/world_entities/test_bullet.h
r3709 r3710 7 7 #define _TEST_BULLET_H 8 8 9 #include " world_entity.h"9 #include "projectile.h" 10 10 11 11 class Vector; -
orxonox/trunk/src/world_entities/test_gun.cc
r3708 r3710 26 26 #include "world_entity.h" 27 27 #include "model.h" 28 #include " projectile.h"28 #include "test_bullet.h" 29 29 30 30 #include "vector.h" … … 89 89 return; 90 90 } 91 Projectile* pj = new Projectile(this);91 Projectile* pj = new TestBullet(this); 92 92 93 93 pj->setAbsCoor(this->getAbsCoor());
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