- Timestamp:
- Oct 16, 2005, 2:15:03 AM (19 years ago)
- Location:
- trunk/src
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/lib/Makefile.am
r5350 r5389 52 52 util/array.h \ 53 53 util/list.h \ 54 util/t_stack.h \ 54 55 util/color.h \ 55 56 util/helper_functions.h \ -
trunk/src/lib/Makefile.in
r5351 r5389 245 245 util/array.h \ 246 246 util/list.h \ 247 util/t_stack.h \ 247 248 util/color.h \ 248 249 util/helper_functions.h \ -
trunk/src/story_entities/world.cc
r5355 r5389 76 76 77 77 SHELL_COMMAND(speed, World, setSpeed); 78 SHELL_COMMAND(togglePNodeVisibility, World, togglePNodeVisibility); 78 79 79 80 using namespace std; … … 173 174 this->shell = NULL; 174 175 this->entities = NULL; 176 177 this->showPNodes = false; 175 178 } 176 179 … … 980 983 ParticleEngine::getInstance()->draw(); 981 984 985 if (unlikely(this->showPNodes)) 986 NullParent::getInstance()->debugDraw(0); 987 982 988 GraphicsEngine::getInstance()->draw(); 983 989 //TextEngine::getInstance()->draw(); -
trunk/src/story_entities/world.h
r5206 r5389 74 74 void setPath( const char* name); 75 75 76 inline Camera* getLocalCamera() {return this->localCamera;} 76 inline Camera* getLocalCamera() { return this->localCamera; }; 77 78 void togglePNodeVisibility() { this->showPNodes = !this->showPNodes; }; 77 79 78 80 private: 79 81 void constuctorInit(const char* name, int worldID); 80 81 Uint32 lastFrame; //!< last time of frame82 Uint32 cycle; //!< The cycle we are in (starts with 0 and rises with every frame)83 Uint32 dt; //!< time needed to calculate this frame (in milliSeconds)84 float dtS; //!< The time needed for caluculations in seconds85 float speed; //!< how fast the game flows86 double gameTime; //!< this is where the game time is saved87 bool bQuitOrxonox; //!< quit this application88 bool bQuitCurrentGame; //!< quit only the current game and return to menu89 bool bPause; //!< pause mode90 91 GLMenuImageScreen* glmis; //!< The Level-Loader Display92 93 int debugWorldNr; //!< The Debug Nr. needed, if something goes wrong94 char* path; //!< The file from which this world is loaded95 96 Shell* shell;97 OggPlayer* music;98 99 // IMPORTANT WORLD-ENTITIES100 Camera* localCamera; //!< The current Camera101 WorldEntity* sky; //!< The Environmental Heaven of orxonox @todo insert this to environment insted102 Terrain* terrain; //!< The Terrain of the World.103 104 GLuint objectList; //!< temporary: @todo this will be ereased soon105 tList<WorldEntity>* entities; //!< A template List of all entities. Every moving thing should be included here, and world automatically updates them.106 Player* localPlayer; //!< The Player, you fly through the level.107 PilotNode* pilotNode; //!< THe pilot node to fly with the mouse108 109 82 /* function for main-loop */ 110 83 void mainLoop (); … … 118 91 void debug (); 119 92 93 private: 94 bool showPNodes; //!< if the PNodes should be visible. 95 Uint32 lastFrame; //!< last time of frame 96 Uint32 cycle; //!< The cycle we are in (starts with 0 and rises with every frame) 97 Uint32 dt; //!< time needed to calculate this frame (in milliSeconds) 98 float dtS; //!< The time needed for caluculations in seconds 99 float speed; //!< how fast the game flows 100 double gameTime; //!< this is where the game time is saved 101 bool bQuitOrxonox; //!< quit this application 102 bool bQuitCurrentGame; //!< quit only the current game and return to menu 103 bool bPause; //!< pause mode 104 105 GLMenuImageScreen* glmis; //!< The Level-Loader Display 106 107 int debugWorldNr; //!< The Debug Nr. needed, if something goes wrong 108 char* path; //!< The file from which this world is loaded 109 110 Shell* shell; 111 OggPlayer* music; 112 113 // IMPORTANT WORLD-ENTITIES 114 Camera* localCamera; //!< The current Camera 115 WorldEntity* sky; //!< The Environmental Heaven of orxonox @todo insert this to environment insted 116 Terrain* terrain; //!< The Terrain of the World. 117 118 GLuint objectList; //!< temporary: @todo this will be ereased soon 119 tList<WorldEntity>* entities; //!< A template List of all entities. Every moving thing should be included here, and world automatically updates them. 120 Player* localPlayer; //!< The Player, you fly through the level. 121 PilotNode* pilotNode; //!< THe pilot node to fly with the mouse 122 123 120 124 }; 121 125
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