Changeset 4836 in orxonox.OLD for orxonox/trunk/src/world_entities
- Timestamp:
- Jul 12, 2005, 12:33:16 AM (20 years ago)
- Location:
- orxonox/trunk/src/world_entities
- Files:
-
- 28 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/trunk/src/world_entities/camera.cc
r4832 r4836 31 31 32 32 /** 33 \briefcreates a Camera33 * creates a Camera 34 34 */ 35 35 Camera::Camera() … … 53 53 54 54 /** 55 \briefdefault destructor55 * default destructor 56 56 */ 57 57 Camera::~Camera() … … 61 61 62 62 /** 63 \brieffocuses the Camera onto a Target64 \param target the new PNode the Camera should look at.63 * focuses the Camera onto a Target 64 * @param target the new PNode the Camera should look at. 65 65 */ 66 66 void Camera::lookAt(PNode* target) … … 70 70 71 71 /** 72 \returns The PNode of the Target (from there you can get position and so on72 * @returns The PNode of the Target (from there you can get position and so on 73 73 */ 74 74 PNode* Camera::getTarget() … … 78 78 79 79 /** 80 \briefsets a new AspectRatio81 \param aspectRatio the new aspect ratio to set (width / height)80 * sets a new AspectRatio 81 * @param aspectRatio the new aspect ratio to set (width / height) 82 82 */ 83 83 void Camera::setAspectRatio(float aspectRatio) … … 87 87 88 88 /** 89 \briefsets the Field of View to fofy90 \param fovy new field of view factor (in degrees)89 * sets the Field of View to fofy 90 * @param fovy new field of view factor (in degrees) 91 91 */ 92 92 void Camera::setFovy(float fovy) … … 97 97 /** 98 98 \brief Sets a new clipping region 99 \param nearClip The near clip plane100 \param farClip The far clip plane99 * @param nearClip The near clip plane 100 * @param farClip The far clip plane 101 101 */ 102 102 void Camera::setClipRegion(float nearClip, float farClip) … … 107 107 108 108 /** 109 \briefsets the new VideoMode and initializes iteration to it.110 \param mode the mode to change to.109 * sets the new VideoMode and initializes iteration to it. 110 * @param mode the mode to change to. 111 111 */ 112 112 void Camera::setViewMode(ViewMode mode) … … 143 143 144 144 /** 145 \briefUpdates the position of the camera.146 \param dt: The time that elapsed.145 * Updates the position of the camera. 146 * @param dt: The time that elapsed. 147 147 */ 148 148 void Camera::tick(float dt) … … 161 161 162 162 /** 163 \briefinitialize rendering perspective according to this camera163 * initialize rendering perspective according to this camera 164 164 165 165 This is called immediately before the rendering cycle starts, it sets all global … … 194 194 195 195 /** 196 \briefprocesses an event197 \param event: the event to process196 * processes an event 197 * @param event: the event to process 198 198 */ 199 199 void Camera::process(const Event &event) -
orxonox/trunk/src/world_entities/camera.h
r4746 r4836 1 1 /*! 2 2 \file camera.h 3 \briefViewpoint controlling class definitions3 * Viewpoint controlling class definitions 4 4 */ 5 5 -
orxonox/trunk/src/world_entities/character_attributes.cc
r4320 r4836 24 24 25 25 /** 26 \briefstandard constructor27 \todo this constructor is not jet implemented - do it26 * standard constructor 27 @todo this constructor is not jet implemented - do it 28 28 */ 29 29 CharacterAttributes::CharacterAttributes () … … 34 34 35 35 /** 36 \briefstandard deconstructor36 * standard deconstructor 37 37 38 38 */ … … 45 45 46 46 /** 47 \briefsets the health of the character48 \param helath47 * sets the health of the character 48 * @param helath 49 49 */ 50 50 void CharacterAttributes::setHealth(int health) … … 54 54 55 55 /** 56 \briefadds health to the charater57 \param health58 \returns health that couldnt be added due to healt limit, 0 if everything worked as normal56 * adds health to the charater 57 * @param health 58 * @returns health that couldnt be added due to healt limit, 0 if everything worked as normal 59 59 */ 60 60 int CharacterAttributes::addHealth(int health) … … 71 71 72 72 /** 73 \briefremove health due to damager for example74 \param amount of health75 \returns false if health is zero -> dead73 * remove health due to damager for example 74 * @param amount of health 75 * @returns false if health is zero -> dead 76 76 */ 77 77 bool CharacterAttributes::substractHealth(int health) … … 87 87 88 88 /** 89 \briefgets the current amount of health90 \returns health89 * gets the current amount of health 90 * @returns health 91 91 */ 92 92 int CharacterAttributes::getHealth() … … 97 97 98 98 /** 99 \briefsets maximum health100 \param health99 * sets maximum health 100 * @param health 101 101 102 102 if healthMax = 0 -> unlimited … … 108 108 109 109 /** 110 \briefgets health maximium111 \returns the health maximum110 * gets health maximium 111 * @returns the health maximum 112 112 */ 113 113 int CharacterAttributes::getHealthMax() … … 119 119 /*======================armor/ shields===================== */ 120 120 /** 121 \briefsets the shild strength122 \param strength121 * sets the shild strength 122 * @param strength 123 123 */ 124 124 void CharacterAttributes::setShieldStrength(int shieldStrength) … … 128 128 129 129 /** 130 \briefadds shield strength131 \param strength130 * adds shield strength 131 * @param strength 132 132 133 133 there is currently no limit to shieldstrength … … 139 139 140 140 /** 141 \briefsubstracts shield strength142 \param strength143 \returns amount of shield strength below zero after substraction. Magic: Troumble. if everything works allright, it returns 0141 * substracts shield strength 142 * @param strength 143 * @returns amount of shield strength below zero after substraction. Magic: Troumble. if everything works allright, it returns 0 144 144 */ 145 145 int CharacterAttributes::substractShieldStrength(int shieldStrength) … … 155 155 156 156 /** 157 \briefgets shield strength158 \returns the shield strength157 * gets shield strength 158 * @returns the shield strength 159 159 */ 160 160 int CharacterAttributes::getShieldStrength() … … 166 166 /*=====================damage=====================*/ 167 167 /** 168 \briefsets the amount of base damage dealt to all aircrafts169 \param damage168 * sets the amount of base damage dealt to all aircrafts 169 * @param damage 170 170 171 171 There can be a difference between arms that hit a ground/air craft. Eg. … … 179 179 180 180 /** 181 \briefgets the amount of base damage182 \returns base damage to aircrafts181 * gets the amount of base damage 182 * @returns base damage to aircrafts 183 183 184 184 There can be a difference between arms that hit a ground/air craft. Eg. … … 193 193 194 194 /** 195 \briefsets the amount of base damage dealt to all groundcrafts196 \param damage195 * sets the amount of base damage dealt to all groundcrafts 196 * @param damage 197 197 198 198 There can be a difference between arms that hit a ground/air craft. Eg. … … 206 206 207 207 /** 208 \briefgets the amount of base damage209 \returns base damage to groundcrafts208 * gets the amount of base damage 209 * @returns base damage to groundcrafts 210 210 211 211 There can be a difference between arms that hit a ground/air craft. Eg. … … 220 220 221 221 /** 222 \briefsets the damage modifier to the damage that is dealed via laser weapons223 \param modifier [0..1]222 * sets the damage modifier to the damage that is dealed via laser weapons 223 * @param modifier [0..1] 224 224 225 225 eg. the damage is calculated after: damage = modifier * damageToGroundCraft … … 231 231 232 232 /** 233 \briefgets the damage modifier to the damage that is dealed via laser weapons234 \returns damage modifier233 * gets the damage modifier to the damage that is dealed via laser weapons 234 * @returns damage modifier 235 235 236 236 eg. the damage is calculated after: damage = modifier * damageToGroundCraft … … 243 243 244 244 /** 245 \briefsets the damage modifier to the damage that is dealed via plasma weapons246 \param damage modifier245 * sets the damage modifier to the damage that is dealed via plasma weapons 246 * @param damage modifier 247 247 248 248 eg. the damage is calculated after: damage = modifier * damageToGroundCraft … … 254 254 255 255 /** 256 \briefgets the damage modifier to the damage that is dealed plasma weapons257 \returns damage modifier256 * gets the damage modifier to the damage that is dealed plasma weapons 257 * @returns damage modifier 258 258 259 259 eg. the damage is calculated after: damage = modifier * damageToGroundCraft … … 266 266 267 267 /** 268 \briefsets the damage modifier to the damage that is dealed via explosives269 \param damage modifier268 * sets the damage modifier to the damage that is dealed via explosives 269 * @param damage modifier 270 270 271 271 eg. the damage is calculated after: damage = modifier * damageToGroundCraft … … 277 277 278 278 /** 279 \briefsets the damage modifier to the damage that is dealed via explosives280 \returns damage modifier279 * sets the damage modifier to the damage that is dealed via explosives 280 * @returns damage modifier 281 281 282 282 eg. the damage is calculated after: damage = modifier * damageToGroundCraft … … 290 290 /*=====================energy=====================*/ 291 291 /** 292 \briefsets the amount of energy293 \param energy292 * sets the amount of energy 293 * @param energy 294 294 */ 295 295 void CharacterAttributes::setEnergy(int energy) … … 299 299 300 300 /** 301 \briefadds energy to the system302 \param amount of energy303 \returns amount of energy that is too much due to energy limit301 * adds energy to the system 302 * @param amount of energy 303 * @returns amount of energy that is too much due to energy limit 304 304 */ 305 305 int CharacterAttributes::addEnergy(int addEnergy) … … 316 316 317 317 /** 318 \briefsubstracts energy from a system319 \param amount of energy320 \returns false if there is no energy anymore318 * substracts energy from a system 319 * @param amount of energy 320 * @returns false if there is no energy anymore 321 321 */ 322 322 bool CharacterAttributes::substractEnergy(int subEnergy) … … 332 332 333 333 /** 334 \briefgets the amount of energy335 \returns energy334 * gets the amount of energy 335 * @returns energy 336 336 */ 337 337 int CharacterAttributes::getEnergy() … … 342 342 343 343 /** 344 \briefsets the energy consumption345 \param amount of energy344 * sets the energy consumption 345 * @param amount of energy 346 346 */ 347 347 void CharacterAttributes::setEnergyConsumption(int energy) … … 351 351 352 352 /** 353 \briefgets the energy consumption354 \returns amount of energy353 * gets the energy consumption 354 * @returns amount of energy 355 355 */ 356 356 int CharacterAttributes::getEnergyConsumption() … … 361 361 362 362 /** 363 \briefsets the maximum energy level364 \param amount of energy363 * sets the maximum energy level 364 * @param amount of energy 365 365 */ 366 366 void CharacterAttributes::setEnergyMax(int energy) … … 370 370 371 371 /** 372 \briefgets the max energy level373 \returns amount of energy372 * gets the max energy level 373 * @returns amount of energy 374 374 */ 375 375 int CharacterAttributes::getEnergyMax() -
orxonox/trunk/src/world_entities/character_attributes.h
r3583 r4836 1 1 /*! 2 2 \file character_attributes.h 3 \briefDefinition of the attributes of a character (healt, armor,.. ) whatever is important to the character3 * Definition of the attributes of a character (healt, armor,.. ) whatever is important to the character 4 4 */ 5 5 -
orxonox/trunk/src/world_entities/environment.cc
r4724 r4836 28 28 29 29 /** 30 \briefcreates an environment30 * creates an environment 31 31 */ 32 32 Environment::Environment () : WorldEntity() … … 40 40 41 41 /** 42 \briefdeletes an environment42 * deletes an environment 43 43 */ 44 44 Environment::~Environment () … … 48 48 49 49 /** 50 \briefticks the environment51 \param time the time about which to tick50 * ticks the environment 51 * @param time the time about which to tick 52 52 */ 53 53 void Environment::tick (float time) {} 54 54 55 55 /** 56 \briefif a hit occures56 * if a hit occures 57 57 */ 58 58 void Environment::hit (WorldEntity* weapon, Vector* loc) {} 59 59 60 60 /** 61 \briefdestroys an Environment61 * destroys an Environment 62 62 */ 63 63 void Environment::destroy () {} 64 64 65 65 /** 66 \briefa collision with some ship66 * a collision with some ship 67 67 */ 68 68 void Environment::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) {} 69 69 70 70 /** 71 \briefdraws the Environment71 * draws the Environment 72 72 */ 73 73 void Environment::draw () -
orxonox/trunk/src/world_entities/player.cc
r4834 r4836 41 41 42 42 /** 43 \briefcreates a new Player44 \param isFree if the player is free43 * creates a new Player 44 * @param isFree if the player is free 45 45 */ 46 46 Player::Player() … … 65 65 66 66 /** 67 \briefdestructs the player, deletes alocated memory67 * destructs the player, deletes alocated memory 68 68 */ 69 69 Player::~Player () … … 78 78 79 79 /** 80 \briefcreates a new Player from Xml Data81 \param root the xml element containing player data82 83 \todo add more parameters to load80 * creates a new Player from Xml Data 81 * @param root the xml element containing player data 82 83 @todo add more parameters to load 84 84 */ 85 85 Player::Player(const TiXmlElement* root) … … 132 132 133 133 /** 134 \briefadds a weapon to the weapon list of player135 \param weapon to add134 * adds a weapon to the weapon list of player 135 * @param weapon to add 136 136 */ 137 137 void Player::addWeapon(Weapon* weapon) … … 142 142 143 143 /** 144 \briefremoves a weapon from the player145 \param weapon to remove144 * removes a weapon from the player 145 * @param weapon to remove 146 146 */ 147 147 void Player::removeWeapon(Weapon* weapon) … … 152 152 153 153 /** 154 \briefeffect that occurs after the player is spawned154 * effect that occurs after the player is spawned 155 155 */ 156 156 void Player::postSpawn () … … 161 161 162 162 /** 163 \briefthe action occuring if the player left the game163 * the action occuring if the player left the game 164 164 */ 165 165 void Player::leftWorld () … … 169 169 170 170 /** 171 \briefif the player is hit, call this function172 \param weapon hit by this weapon173 \param loc ??171 * if the player is hit, call this function 172 * @param weapon hit by this weapon 173 * @param loc ?? 174 174 */ 175 175 void Player::hit (WorldEntity* weapon, Vector* loc) … … 179 179 180 180 /** 181 \briefCollision with another Entity has this effect182 \param other the other colider183 \param ownhitflags ??184 \param otherhitflags ??181 * Collision with another Entity has this effect 182 * @param other the other colider 183 * @param ownhitflags ?? 184 * @param otherhitflags ?? 185 185 */ 186 186 void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) … … 190 190 191 191 /** 192 \briefdraws the player after transforming him.192 * draws the player after transforming him. 193 193 */ 194 194 void Player::draw () … … 214 214 215 215 /** 216 \briefthe function called for each passing timeSnap217 \param time The timespan passed since last update216 * the function called for each passing timeSnap 217 * @param time The timespan passed since last update 218 218 */ 219 219 void Player::tick (float time) … … 234 234 235 235 /** 236 \briefaction if player moves237 \param time the timeslice since the last frame236 * action if player moves 237 * @param time the timeslice since the last frame 238 238 */ 239 239 void Player::move (float time) … … 256 256 accel = accel + (orthDirection*acceleration); 257 257 if( this->bAscend ) 258 if( this->bDescend) {/* FIXME */} /* \todo up and down player movement */258 if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */ 259 259 260 260 Vector move = accel * time; … … 264 264 265 265 /** 266 \briefweapon manipulation by the player266 * weapon manipulation by the player 267 267 */ 268 268 void Player::weapon() … … 281 281 282 282 /** 283 \briefThe connection to the command node284 \param cmd the Command unit from witch to map283 * The connection to the command node 284 * @param cmd the Command unit from witch to map 285 285 286 286 here the commands are mapped to the players movement/weaponary -
orxonox/trunk/src/world_entities/player.h
r4834 r4836 1 1 /*! 2 2 \file player.h 3 \briefImplements a basic controllable WorldEntity3 * Implements a basic controllable WorldEntity 4 4 */ 5 5 -
orxonox/trunk/src/world_entities/power_up.h
r3544 r4836 1 1 /*! 2 2 \file power_up.h 3 \briefA class representing a PowerUp in the world.3 * A class representing a PowerUp in the world. 4 4 */ 5 5 -
orxonox/trunk/src/world_entities/satellite.cc
r4597 r4836 27 27 28 28 /** 29 \briefstandard constructor29 * standard constructor 30 30 */ 31 31 Satellite::Satellite (Vector axis, float speed) … … 40 40 41 41 /** 42 \briefstandard destructor42 * standard destructor 43 43 */ 44 44 Satellite::~Satellite () … … 51 51 52 52 /** 53 \briefthis method is called every frame54 \param time: the time in seconds that has passed since the last tick53 * this method is called every frame 54 * @param time: the time in seconds that has passed since the last tick 55 55 56 56 Handle all stuff that should update with time inside this method (movement, animation, etc.) … … 68 68 69 69 /** 70 \briefthe entity is drawn onto the screen with this function70 * the entity is drawn onto the screen with this function 71 71 72 72 This is a central function of an entity: call it to let the entity painted to the screen. Just override this function with whatever you want to be drawn. -
orxonox/trunk/src/world_entities/satellite.h
r4597 r4836 1 1 /*! 2 2 \file world_entity.h 3 \briefDefinition of the basic WorldEntity3 * Definition of the basic WorldEntity 4 4 */ 5 5 -
orxonox/trunk/src/world_entities/skybox.cc
r4746 r4836 34 34 35 35 /** 36 \briefConstructs a SkyBox and takes fileName as a map.37 \param fileName the file to take as input for the SkyBox36 * Constructs a SkyBox and takes fileName as a map. 37 * @param fileName the file to take as input for the SkyBox 38 38 */ 39 39 SkyBox::SkyBox(const char* fileName) … … 46 46 47 47 /** 48 \briefinitializes a skybox from a XmlElement48 * initializes a skybox from a XmlElement 49 49 */ 50 50 SkyBox::SkyBox(const TiXmlElement* root) … … 93 93 94 94 /** 95 \briefdefault destructor95 * default destructor 96 96 */ 97 97 SkyBox::~SkyBox() … … 104 104 105 105 /** 106 \briefsets A set of textures when just giving a Name and an extension:106 * sets A set of textures when just giving a Name and an extension: 107 107 108 108 usage: give this function an argument like … … 140 140 141 141 /** 142 \briefDefines which textures should be loaded onto the SkyBox.143 \param top the top texture.144 \param bottom the bottom texture.145 \param left the left texture.146 \param right the right texture.147 \param front the front texture.148 \param back the back texture.142 * Defines which textures should be loaded onto the SkyBox. 143 * @param top the top texture. 144 * @param bottom the bottom texture. 145 * @param left the left texture. 146 * @param right the right texture. 147 * @param front the front texture. 148 * @param back the back texture. 149 149 */ 150 150 void SkyBox::setTextures(const char* top, const char* bottom, const char* left, const char* right, const char* front, const char* back) … … 159 159 160 160 /** 161 \param size The new size of the SkyBox161 * @param size The new size of the SkyBox 162 162 163 163 * do not forget to rebuild the SkyBox after this. … … 169 169 170 170 /** 171 \briefdraws the SkyBox171 * draws the SkyBox 172 172 */ 173 173 void SkyBox::draw() … … 185 185 186 186 /** 187 \briefrebuilds the SkyBox187 * rebuilds the SkyBox 188 188 189 189 this must be done, when changing the Size of the Skybox (runtime-efficency) -
orxonox/trunk/src/world_entities/skybox.h
r4746 r4836 1 1 /*! 2 2 \file skybox.h 3 \briefDefinition of the SkyBox, that handles the Display of an atmosphere for orxonox.3 * Definition of the SkyBox, that handles the Display of an atmosphere for orxonox. 4 4 5 5 A SkyBox is always centered at the current working Camera, and will only obey the cameras -
orxonox/trunk/src/world_entities/skysphere.cc
r4597 r4836 38 38 39 39 /** 40 \briefConstructs a SkySphere and takes fileName as a map.41 \param fileName the file to take as input for the skysphere40 * Constructs a SkySphere and takes fileName as a map. 41 * @param fileName the file to take as input for the skysphere 42 42 */ 43 43 Skysphere::Skysphere(char* fileName) … … 53 53 54 54 /** 55 \briefdefault destructor55 * default destructor 56 56 */ 57 57 Skysphere::~Skysphere() … … 63 63 64 64 /** 65 \briefinitializes the Skysphere.66 \param fileName the file to take as input for the skysphere65 * initializes the Skysphere. 66 * @param fileName the file to take as input for the skysphere 67 67 */ 68 68 void Skysphere::initialize(char* fileName) … … 83 83 84 84 /** 85 \briefDefines which texture should be loaded onto the skysphere.86 \param fileName The filename of the Texture85 * Defines which texture should be loaded onto the skysphere. 86 * @param fileName The filename of the Texture 87 87 */ 88 88 void Skysphere::setTexture(char* fileName) … … 93 93 94 94 /** 95 \briefdraws the Skysphere95 * draws the Skysphere 96 96 97 97 This part is normally precessed in the "Painting Phase". … … 115 115 116 116 /** 117 \briefsets the Radius of the Sphere.118 \param radius The Radius of The Sphere117 * sets the Radius of the Sphere. 118 * @param radius The Radius of The Sphere 119 119 */ 120 120 void Skysphere::setRadius(float radius) -
orxonox/trunk/src/world_entities/skysphere.h
r4597 r4836 1 1 /*! 2 2 \file skysphere.h 3 \briefDefinition of the Skysphere, that handles the Display of an atmosphere of orxonox.3 * Definition of the Skysphere, that handles the Display of an atmosphere of orxonox. 4 4 5 5 A SkySphere is always centered at the current working Camera, and will only obey the cameras 6 6 movment but not its rotation. 7 7 8 \todo self-rotation9 \todo handle reference to parent-object8 @todo self-rotation 9 @todo handle reference to parent-object 10 10 */ 11 11 -
orxonox/trunk/src/world_entities/terrain.cc
r4746 r4836 29 29 30 30 /** 31 \briefstandard constructor31 * standard constructor 32 32 33 33 */ … … 39 39 40 40 /** 41 \briefConstructor for loading a Terrain out of a file42 \param fileName The file to load data from.41 * Constructor for loading a Terrain out of a file 42 * @param fileName The file to load data from. 43 43 44 44 this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found. … … 59 59 60 60 /** 61 \briefa Constructor for the Debug-Worlds62 63 \todo make it not compileable when not in debug-mode61 * a Constructor for the Debug-Worlds 62 63 @todo make it not compileable when not in debug-mode 64 64 */ 65 65 Terrain::Terrain(DebugTerrain debugTerrain) … … 70 70 71 71 /** 72 \briefstandard deconstructor72 * standard deconstructor 73 73 74 74 */ -
orxonox/trunk/src/world_entities/terrain.h
r4746 r4836 1 1 /*! 2 2 \file terrain.h 3 \briefDefines and handles the terrain of the World3 * Defines and handles the terrain of the World 4 4 5 \todo implement it5 @todo implement it 6 6 7 7 The terrain should either be build from a Model a OBJModel or from a HeightMap. -
orxonox/trunk/src/world_entities/weapons/crosshair.h
r4832 r4836 1 1 /*! 2 2 \file crosshair.h 3 \briefDefinition of ...3 * Definition of ... 4 4 5 5 */ -
orxonox/trunk/src/world_entities/weapons/projectile.cc
r4758 r4836 29 29 30 30 /** 31 \briefstandard constructor31 * standard constructor 32 32 */ 33 33 Projectile::Projectile (Weapon* weapon) : WorldEntity() … … 44 44 45 45 /** 46 \briefstandard deconstructor46 * standard deconstructor 47 47 */ 48 48 Projectile::~Projectile () … … 57 57 58 58 /** 59 \briefthis sets the flight direction of the projectile60 \param directin in which to flight59 * this sets the flight direction of the projectile 60 * @param directin in which to flight 61 61 62 62 this function will calculate a vector out of this to be used in the … … 74 74 75 75 /** 76 \briefthis sets the time to life of the projectile77 \param ttl in second76 * this sets the time to life of the projectile 77 * @param ttl in second 78 78 79 79 after this life time, the projectile will garbage collect itself … … 86 86 87 87 /** 88 \briefsets the speed of the projectile88 * sets the speed of the projectile 89 89 */ 90 90 void Projectile::setSpeed(float speed) … … 96 96 97 97 /** 98 \briefsets the velocity vector to a spec speed99 \param velocity: vector of the velocity98 * sets the velocity vector to a spec speed 99 * @param velocity: vector of the velocity 100 100 */ 101 101 void Projectile::setVelocity(const Vector &velocity) … … 108 108 109 109 /** 110 \briefsignal tick, time dependent things will be handled here111 \param time since last tick110 * signal tick, time dependent things will be handled here 111 * @param time since last tick 112 112 */ 113 113 void Projectile::tick (float time) … … 128 128 129 129 /** 130 \briefthe projectile gets hit by another entity131 \param the other entity132 \param place where it is hit130 * the projectile gets hit by another entity 131 * @param the other entity 132 * @param place where it is hit 133 133 */ 134 134 void Projectile::hit (WorldEntity* entity, Vector* place) … … 137 137 138 138 /** 139 \briefthe function gets called, when the projectile is destroyed139 * the function gets called, when the projectile is destroyed 140 140 */ 141 141 void Projectile::destroy () -
orxonox/trunk/src/world_entities/weapons/projectile.h
r4758 r4836 1 1 /*! 2 2 \projectile.h 3 \briefa projectile, that is been shooted by a weapon3 * a projectile, that is been shooted by a weapon 4 4 5 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 -
orxonox/trunk/src/world_entities/weapons/test_bullet.cc
r4758 r4836 29 29 30 30 /** 31 \briefstandard constructor31 * standard constructor 32 32 */ 33 33 TestBullet::TestBullet (Weapon* weapon) : Projectile(weapon) … … 41 41 42 42 /** 43 \briefstandard deconstructor43 * standard deconstructor 44 44 */ 45 45 TestBullet::~TestBullet () … … 55 55 56 56 /** 57 \briefsignal tick, time dependent things will be handled here58 \param time since last tick57 * signal tick, time dependent things will be handled here 58 * @param time since last tick 59 59 */ 60 60 void TestBullet::tick (float time) … … 76 76 77 77 /** 78 \briefthe projectile gets hit by another entity79 \param the other entity80 \param place where it is hit78 * the projectile gets hit by another entity 79 * @param the other entity 80 * @param place where it is hit 81 81 */ 82 82 void TestBullet::hit (WorldEntity* entity, Vector* place) … … 85 85 86 86 /** 87 \briefthe function gets called, when the projectile is destroyed87 * the function gets called, when the projectile is destroyed 88 88 */ 89 89 void TestBullet::destroy () -
orxonox/trunk/src/world_entities/weapons/test_bullet.h
r4758 r4836 1 1 /*! 2 2 \projectile.h 3 \briefa projectile, that is been shooted by a weapon3 * a projectile, that is been shooted by a weapon 4 4 */ 5 5 -
orxonox/trunk/src/world_entities/weapons/test_gun.cc
r4829 r4836 16 16 17 17 18 \todo: direction in which the projectile flights19 \todo: a target to set/hit18 @todo: direction in which the projectile flights 19 @todo: a target to set/hit 20 20 */ 21 21 … … 39 39 40 40 /** 41 \briefstandard constructor41 * standard constructor 42 42 43 43 creates a new weapon … … 103 103 104 104 /** 105 \briefstandard deconstructor105 * standard deconstructor 106 106 */ 107 107 TestGun::~TestGun () … … 112 112 113 113 /** 114 \briefthis activates the weapon114 * this activates the weapon 115 115 116 116 This is needed, since there can be more than one weapon on a ship. the … … 125 125 126 126 /** 127 \briefthis deactivates the weapon127 * this deactivates the weapon 128 128 129 129 This is needed, since there can be more than one weapon on a ship. the … … 138 138 139 139 /** 140 \brieffires the weapon140 * fires the weapon 141 141 142 142 this is called from the player.cc, when fire-button is been pushed 143 \todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent143 @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent 144 144 */ 145 145 void TestGun::fire() … … 165 165 166 166 /** 167 \briefis called, when the weapon gets hit (=collide with something)168 \param from which entity it is been hit169 \param where it is been hit167 * is called, when the weapon gets hit (=collide with something) 168 * @param from which entity it is been hit 169 * @param where it is been hit 170 170 171 171 this may not be used, since it would make the game relay complicated when one … … 177 177 178 178 /** 179 \briefis called, when the weapon is destroyed179 * is called, when the weapon is destroyed 180 180 181 181 this is in conjunction with the hit function, so when a weapon is able to get … … 187 187 188 188 /** 189 \brieftick signal for time dependent/driven stuff189 * tick signal for time dependent/driven stuff 190 190 */ 191 191 void TestGun::tick (float time) … … 196 196 197 197 /** 198 \briefis called, when there is no fire button pressed198 * is called, when there is no fire button pressed 199 199 */ 200 200 void TestGun::weaponIdle() … … 203 203 204 204 /** 205 \briefthis will draw the weapon205 * this will draw the weapon 206 206 */ 207 207 void TestGun::draw () -
orxonox/trunk/src/world_entities/weapons/test_gun.h
r4827 r4836 1 1 /*! 2 2 \file weapon.h 3 \briefa weapon that a player can use3 * a weapon that a player can use 4 4 5 5 A Player has a list of weapons, that can be choosen to shoot projectiles -
orxonox/trunk/src/world_entities/weapons/weapon.cc
r4834 r4836 25 25 26 26 /** 27 \briefstandard constructor27 * standard constructor 28 28 29 29 creates a new weapon … … 38 38 39 39 /** 40 \briefstandard deconstructor40 * standard deconstructor 41 41 */ 42 42 Weapon::~Weapon () … … 52 52 53 53 /** 54 \briefenables the weapon54 * enables the weapon 55 55 56 56 a weapon can be enabled/disabled because of various reasons. if a weapon is … … 65 65 66 66 /** 67 \briefdisables the weapon67 * disables the weapon 68 68 69 69 a weapon can be enabled/disabled because of various reasons. if a weapon is … … 78 78 79 79 /** 80 \briefchecks if the weapon is enabled81 \returns true if enabled80 * checks if the weapon is enabled 81 * @returns true if enabled 82 82 83 83 a weapon can be ebabled/disabled because of various reasons. if a weapon is … … 92 92 93 93 /** 94 \briefsets a new projectile to the weapon95 \param new projectile for this weapon94 * sets a new projectile to the weapon 95 * @param new projectile for this weapon 96 96 97 97 weapon an projectile are independent, so you can combine them as you want … … 104 104 105 105 /** 106 \briefsets a new projectile to the weapon107 \returns the current projectile of this weapon106 * sets a new projectile to the weapon 107 * @returns the current projectile of this weapon 108 108 109 109 weapon an projectile are independent, so you can combine them as you want … … 116 116 117 117 /** 118 \briefthis activates the weapon118 * this activates the weapon 119 119 120 120 This is needed, since there can be more than one weapon on a ship. the … … 127 127 128 128 /** 129 \briefthis deactivates the weapon129 * this deactivates the weapon 130 130 131 131 This is needed, since there can be more than one weapon on a ship. the … … 137 137 138 138 /** 139 \briefasks if the current weapon is active140 \returns true if it the weapon is active139 * asks if the current weapon is active 140 * @returns true if it the weapon is active 141 141 */ 142 142 bool Weapon::isActive() … … 149 149 150 150 /** 151 \briefis called, when the weapon gets hit (=collide with something)152 \param from which entity it is been hit153 \param where it is been hit151 * is called, when the weapon gets hit (=collide with something) 152 * @param from which entity it is been hit 153 * @param where it is been hit 154 154 155 155 this may not be used, since it would make the game relay complicated when one … … 161 161 162 162 /** 163 \briefis called, when the weapon is destroyed163 * is called, when the weapon is destroyed 164 164 165 165 this is in conjunction with the hit function, so when a weapon is able to get … … 171 171 172 172 /** 173 \brieftick signal for time dependent/driven stuff173 * tick signal for time dependent/driven stuff 174 174 */ 175 175 void Weapon::tick (float time) … … 178 178 179 179 /** 180 \briefis called, when there is no fire button pressed180 * is called, when there is no fire button pressed 181 181 */ 182 182 void Weapon::weaponIdle() … … 185 185 186 186 /** 187 \briefthis will draw the weapon187 * this will draw the weapon 188 188 */ 189 189 void Weapon::draw () -
orxonox/trunk/src/world_entities/weapons/weapon.h
r4832 r4836 1 1 /*! 2 2 \file weapon.h 3 \briefa weapon that a can use3 * a weapon that a can use 4 4 5 5 … … 97 97 inline bool hasWeaponIdleTimeElapsed() const { return (this->localTime>this->idleTime)?true:false; }; 98 98 99 /** @brieffires the weapon */99 /** fires the weapon */ 100 100 virtual void fire() = 0; 101 101 virtual void hit (WorldEntity* weapon, const Vector& loc); -
orxonox/trunk/src/world_entities/weapons/weapon_manager.h
r4834 r4836 1 1 /*! 2 2 \file weapon.h 3 \briefa weapon that a player can use3 * a weapon that a player can use 4 4 5 5 A Player has a list of weapons, that can be choosen to shoot projectiles -
orxonox/trunk/src/world_entities/world_entity.cc
r4814 r4836 26 26 27 27 /** 28 \briefLoads the WordEntity-specific Part of any derived Class28 * Loads the WordEntity-specific Part of any derived Class 29 29 */ 30 30 WorldEntity::WorldEntity(const TiXmlElement* root) … … 42 42 43 43 /** 44 \briefstandard destructor44 * standard destructor 45 45 */ 46 46 WorldEntity::~WorldEntity () … … 62 62 63 63 /** 64 \briefloads a Model onto a WorldEntity65 \param fileName the name of the model to load64 * loads a Model onto a WorldEntity 65 * @param fileName the name of the model to load 66 66 */ 67 67 void WorldEntity::loadModel(const char* fileName) … … 79 79 80 80 /** 81 \briefsets the character attributes of a worldentity82 \param character attributes81 * sets the character attributes of a worldentity 82 * @param character attributes 83 83 84 84 these attributes don't have to be set, only use them, if you need them … … 89 89 90 90 /** 91 \briefgets the Character attributes of this worldentity92 \returns character attributes91 * gets the Character attributes of this worldentity 92 * @returns character attributes 93 93 */ 94 94 CharacterAttributes* WorldEntity::getCharacterAttributes() … … 97 97 98 98 /** 99 \briefset the WorldEntity's collision hull100 \param newhull: a pointer to a completely assembled CollisionCluster99 * set the WorldEntity's collision hull 100 * @param newhull: a pointer to a completely assembled CollisionCluster 101 101 102 102 Any previously assigned collision hull will be deleted on reassignment … … 113 113 114 114 /** 115 \briefprocess draw function115 * process draw function 116 116 */ 117 117 void WorldEntity::processDraw () … … 121 121 122 122 /** 123 \briefsets the drawable state of this entity.124 \param bDraw TRUE if draweable, FALSE otherwise123 * sets the drawable state of this entity. 124 * @param bDraw TRUE if draweable, FALSE otherwise 125 125 */ 126 126 void WorldEntity::setDrawable (bool bDraw) … … 131 131 132 132 /** 133 \briefthis function is called, when two entities collide134 \param entity: the world entity with whom it collides133 * this function is called, when two entities collide 134 * @param entity: the world entity with whom it collides 135 135 136 136 Implement behaviour like damage application or other miscellaneous collision stuff in this function … … 143 143 144 144 /** 145 \briefthis function is called, when the ship is hit by a waepon146 \param weapon: the laser/rocket/shoot that hits.147 \param loc: place where it is hit145 * this function is called, when the ship is hit by a waepon 146 * @param weapon: the laser/rocket/shoot that hits. 147 * @param loc: place where it is hit 148 148 149 149 calculate the damage depending … … 153 153 154 154 /** 155 \briefthis is called immediately after the Entity has been constructed and initialized155 * this is called immediately after the Entity has been constructed and initialized 156 156 157 157 Put any initialisation code that requires knowledge of location (placement if the Entity is free) and owner of the entity here. … … 164 164 165 165 /** 166 \briefthis method is called by the world if the WorldEntity leaves valid gamespace166 * this method is called by the world if the WorldEntity leaves valid gamespace 167 167 168 168 For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a … … 175 175 176 176 /** 177 \briefthis method is called every frame178 \param time: the time in seconds that has passed since the last tick177 * this method is called every frame 178 * @param time: the time in seconds that has passed since the last tick 179 179 180 180 Handle all stuff that should update with time inside this method (movement, animation, etc.) … … 186 186 187 187 /** 188 \briefthe entity is drawn onto the screen with this function188 * the entity is drawn onto the screen with this function 189 189 190 190 This is a central function of an entity: call it to let the entity painted to the screen. Just override this function with whatever you want to be drawn. … … 230 230 231 231 /** 232 \briefthis handles incoming command messages233 \param cmd: a pointer to the incoming Command structure232 * this handles incoming command messages 233 * @param cmd: a pointer to the incoming Command structure 234 234 235 235 Put all code that handles Command messages here, this will mainly be called by the assigned CommandNode but can also be used -
orxonox/trunk/src/world_entities/world_entity.h
r4746 r4836 1 1 /*! 2 2 \file world_entity.h 3 \briefDefinition of the basic WorldEntity3 * Definition of the basic WorldEntity 4 4 */ 5 5 … … 50 50 virtual void command (Command* cmd); 51 51 52 /** \returns the Count of Faces on this WorldEntity */52 /** @returns the Count of Faces on this WorldEntity */ 53 53 virtual unsigned int getFaceCount () const { if (this->model) return this->model->getFaceCount(); else return 0; }; 54 54
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