Changeset 5985 in orxonox.OLD for branches/powerups/src
- Timestamp:
- Dec 8, 2005, 1:10:27 AM (19 years ago)
- Location:
- branches/powerups/src
- Files:
-
- 24 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/powerups/src/defs/globals.h
r5957 r5985 72 72 #define CONFIG_NAME_PLAYER_LEFT "Left" 73 73 #define CONFIG_NAME_PLAYER_RIGHT "Right" 74 #define CONFIG_NAME_PLAYER_ROLL_RIGHT "RollR" 75 #define CONFIG_NAME_PLAYER_ROLL_LEFT "RollL" 76 74 77 #define CONFIG_NAME_PLAYER_FIRE "Fire" 75 78 #define CONFIG_NAME_PLAYER_NEXT_WEAPON "Next" -
branches/powerups/src/lib/event/event_handler.cc
r5786 r5985 47 47 this->flush(ES_ALL); 48 48 this->withUNICODE(false); 49 this->grabEvents(false); 49 50 50 51 this->state = ES_GAME; … … 255 256 } 256 257 258 void EventHandler::grabEvents(bool grabEvents) 259 { 260 this->eventsGrabbed = grabEvents; 261 if(!grabEvents) 262 SDL_WM_GrabInput(SDL_GRAB_OFF); 263 else 264 SDL_WM_GrabInput(SDL_GRAB_ON); 265 } 257 266 258 267 /** -
branches/powerups/src/lib/event/event_handler.h
r5786 r5985 43 43 44 44 void withUNICODE(bool enableUNICODE); 45 void grabEvents(bool grabEvents); 45 46 46 47 void process(); … … 62 63 63 64 bool bUNICODE; //!< If unicode should be enabled. 65 bool eventsGrabbed; //!< If the events should be grabbed 64 66 }; 65 67 -
branches/powerups/src/lib/event/key_mapper.cc
r5955 r5985 37 37 int KeyMapper::PEV_LEFT = EV_UNKNOWN; 38 38 int KeyMapper::PEV_RIGHT = EV_UNKNOWN; 39 int KeyMapper::PEV_ROLL_LEFT = EV_UNKNOWN; 40 int KeyMapper::PEV_ROLL_RIGHT = EV_UNKNOWN; 39 41 int KeyMapper::PEV_STRAFE_LEFT = EV_UNKNOWN; 40 42 int KeyMapper::PEV_STRAFE_RIGHT = EV_UNKNOWN; … … 69 71 {&KeyMapper::PEV_LEFT, CONFIG_NAME_PLAYER_LEFT}, 70 72 {&KeyMapper::PEV_RIGHT, CONFIG_NAME_PLAYER_RIGHT}, 73 {&KeyMapper::PEV_ROLL_LEFT, CONFIG_NAME_PLAYER_ROLL_RIGHT}, 74 {&KeyMapper::PEV_ROLL_RIGHT, CONFIG_NAME_PLAYER_ROLL_LEFT}, 71 75 {&KeyMapper::PEV_STRAFE_LEFT, "StrafeLeft"}, 72 76 {&KeyMapper::PEV_STRAFE_RIGHT, "StrafeRight"}, -
branches/powerups/src/lib/event/key_mapper.h
r5955 r5985 44 44 static int PEV_RIGHT; //!< right button 45 45 46 static int PEV_ROLL_LEFT; //!< rolls left 47 static int PEV_ROLL_RIGHT; //!< rolls right 48 46 49 static int PEV_STRAFE_LEFT; //!< strafe left button 47 50 static int PEV_STRAFE_RIGHT; //!< strafe right button -
branches/powerups/src/lib/graphics/light.cc
r5955 r5985 274 274 while (element != NULL) 275 275 { 276 Factory:: getFirst()->fabricate(element);276 Factory::fabricate(element); 277 277 278 278 element = element->NextSiblingElement(); -
branches/powerups/src/lib/gui/gtk_gui/gui_keys.cc
r5955 r5985 115 115 116 116 pKeysBox->setGroupName(player); 117 pKeysBox->fill(addKey(CONFIG_NAME_PLAYER_UP, "UP")); 118 pKeysBox->fill(addKey(CONFIG_NAME_PLAYER_DOWN, "DOWN")); 119 pKeysBox->fill(addKey(CONFIG_NAME_PLAYER_LEFT, "LEFT")); 120 pKeysBox->fill(addKey(CONFIG_NAME_PLAYER_RIGHT, "RIGHT")); 117 pKeysBox->fill(addKey(CONFIG_NAME_PLAYER_UP, "w")); 118 pKeysBox->fill(addKey(CONFIG_NAME_PLAYER_DOWN, "s")); 119 pKeysBox->fill(addKey(CONFIG_NAME_PLAYER_LEFT, "a")); 120 pKeysBox->fill(addKey(CONFIG_NAME_PLAYER_RIGHT, "d")); 121 pKeysBox->fill(addKey(CONFIG_NAME_PLAYER_ROLL_LEFT, "q")); 122 pKeysBox->fill(addKey(CONFIG_NAME_PLAYER_ROLL_RIGHT, "e")); 121 123 pKeysBox->fill(addKey(CONFIG_NAME_PLAYER_FIRE, "BUTTON_LEFT")); 122 124 pKeysBox->fill(addKey(CONFIG_NAME_PLAYER_NEXT_WEAPON, "m")); -
branches/powerups/src/lib/math/vector.h
r5692 r5985 21 21 */ 22 22 23 #ifndef _ VECTOR_H24 #define _ VECTOR_H23 #ifndef __VECTOR_H_ 24 #define __VECTOR_H_ 25 25 26 26 #include <math.h> … … 318 318 319 319 320 #endif /* _ VECTOR_H*/321 320 #endif /* __VECTOR_H_ */ 321 -
branches/powerups/src/lib/physics/physics_engine.cc
r5955 r5985 103 103 while (element != NULL) 104 104 { 105 Factory:: getFirst()->fabricate(element);105 Factory::fabricate(element); 106 106 107 107 element = element->NextSiblingElement(); … … 119 119 while (element != NULL) 120 120 { 121 Factory:: getFirst()->fabricate(element);121 Factory::fabricate(element); 122 122 123 123 element = element->NextSiblingElement(); -
branches/powerups/src/lib/sound/sound_engine.cc
r5965 r5985 286 286 287 287 288 } 289 288 289 } 290 290 // INITIALIZING THE DEVICE: 291 291 ALCchar deviceName[] = … … 300 300 this->context = alcCreateContext(this->device, NULL); 301 301 302 alcMakeContextCurrent(this->context); 303 302 alcMakeContextCurrent(this->context); 304 303 305 304 if ((result = alGetError()) != AL_NO_ERROR) -
branches/powerups/src/orxonox.cc
r5955 r5985 93 93 94 94 // class-less services/factories 95 delete Factory::getFirst();95 Factory::deleteFactories(); 96 96 FastFactory::deleteAll(); 97 97 ShellCommandClass::unregisterAllCommands(); -
branches/powerups/src/story_entities/campaign.cc
r5773 r5985 19 19 #include "campaign.h" 20 20 21 #include "factory.h" 21 22 #include "game_loader.h" 22 23 #include "story_entity.h" … … 90 91 { 91 92 PRINTF(5)("Campaign: Constructor: adding a world\n"); 92 StoryEntity* created = (StoryEntity*) GameLoader::getInstance()->fabricate(element);93 StoryEntity* created = (StoryEntity*) Factory::fabricate(element); 93 94 if( created != NULL) 94 95 { -
branches/powerups/src/story_entities/world.cc
r5955 r5985 317 317 while( element != NULL) 318 318 { 319 BaseObject* created = ( loader->fabricate(element));319 BaseObject* created = (Factory::fabricate(element)); 320 320 if( created != NULL ) 321 321 { 322 322 if(created->isA(CL_WORLD_ENTITY)) 323 323 this->spawn(dynamic_cast<WorldEntity*>(created)); 324 printf("Created a %s: %s\n", created->getClassName(), created->getName());324 PRINTF(4)("Created a %s: %s\n", created->getClassName(), created->getName()); 325 325 } 326 326 -
branches/powerups/src/util/loading/factory.cc
r5750 r5985 13 13 co-programmer: Benjamin Grauer 14 14 */ 15 15 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_LOADING 16 16 17 17 #include "factory.h" 18 18 19 #include "shell_command.h"20 #include "game_loader.h" 19 //#include "shell_command.h" 20 21 21 using namespace std; 22 22 23 SHELL_COMMAND(create, Factory, fabricate);23 //SHELL_COMMAND(create, Factory, fabricate); 24 24 25 25 … … 39 39 this->setName(factoryName); 40 40 41 this->next = NULL;42 41 this->classID = classID; 42 this->className = factoryName; 43 43 44 Factory::registerFactory(this); 44 if( Factory::factoryList == NULL) 45 Factory::factoryList = new std::list<Factory*>; 46 47 Factory::factoryList->push_back(this); 45 48 } 46 49 47 50 /** a reference to the First Factory */ 48 Factory* Factory::first = NULL;51 std::list<Factory*>* Factory::factoryList = NULL; 49 52 50 53 /** 51 54 * destructor 52 53 54 */55 * 56 * clear the Q 57 */ 55 58 Factory::~Factory () 56 59 { … … 58 61 // Factory* tmpDel = this->next; 59 62 // this->next = NULL; 60 if (this->next)61 delete this->next;62 63 } 63 64 65 void Factory::deleteFactories() 66 { 67 if (Factory::factoryList != NULL) 68 { 69 while(!Factory::factoryList->empty()) 70 { 71 delete Factory::factoryList->front(); 72 Factory::factoryList->pop_front(); 73 } 74 delete Factory::factoryList; 75 Factory::factoryList = NULL; 76 } 77 } 78 79 64 80 /** 65 * add a Factory to the Factory Queue 66 * @param factory a Factory to be registered 67 */ 68 void Factory::registerFactory( Factory* factory) 81 * Compares the Factories Name against a given ClassName 82 * @param className the Name of the Class to Query 83 * @returns true on match, false otherwise. 84 */ 85 bool Factory::operator==(const char* className) const 69 86 { 70 assert( factory != NULL); 87 return(className != NULL && !strcmp(className, this->className)); 88 } 71 89 72 PRINTF(5)("Registered factory for '%s'\n", factory->getName());73 90 74 if( Factory::first == NULL) 91 BaseObject* Factory::fabricate(const TiXmlElement* root) 92 { 93 if (root == NULL || Factory::factoryList == NULL) 94 return NULL; 95 96 std::list<Factory*>::const_iterator factory; 97 for (factory = Factory::factoryList->begin(); factory != Factory::factoryList->end(); factory++) 98 if (*(*factory) == root->Value()) 99 break; 100 101 if (factory != Factory::factoryList->end()) 75 102 { 76 Factory::first = factory; 103 PRINTF(4)("Create a new Object of type %s\n", (*factory)->getName()); 104 return (*factory)->fabricateObject(root); 77 105 } 78 106 else 79 107 { 80 Factory* tmpFac = Factory::first; 81 while( tmpFac->next != NULL) 82 { 83 tmpFac = tmpFac->next; 84 } 85 tmpFac->setNext(factory); 108 PRINTF(2)("Could not Fabricate an Object of Class '%s'\n", root->Value()); 109 return NULL; 86 110 } 87 111 } 88 112 89 void Factory::fabricate(const char* className, const char* entityName)113 BaseObject* Factory::fabricate(const char* className) 90 114 { 91 if (className == NULL) 92 return; 93 Factory* fac = Factory::first; 115 if (className == NULL || Factory::factoryList == NULL) 116 return NULL; 94 117 95 while (fac != NULL) 118 std::list<Factory*>::const_iterator factory; 119 for (factory = Factory::factoryList->begin(); factory != Factory::factoryList->end(); factory++) 120 if (*(*factory) == className) 121 break; 122 123 if (factory != Factory::factoryList->end()) 96 124 { 97 if (!strcmp(className, fac->getName())) 98 { 99 PRINTF(3)("Create a new Object of type %s\n", fac->getName()); 100 BaseObject* object = fac->fabricateDirect(); 101 if (object != NULL) 102 { 103 object->setName(entityName); 104 } 105 break; 106 } 107 fac = fac->next; 125 PRINTF(4)("Create a new Object of type %s\n", (*factory)->getName()); 126 return (*factory)->fabricateObject(NULL); 127 } 128 else 129 { 130 PRINTF(2)("Could not Fabricate an Object of Class '%s'\n", className); 131 return NULL; 108 132 } 109 133 } 134 135 136 BaseObject* Factory::fabricate(ClassID classID) 137 { 138 if (Factory::factoryList == NULL) 139 return NULL; 140 141 std::list<Factory*>::const_iterator factory; 142 for (factory = Factory::factoryList->begin(); factory != Factory::factoryList->end(); factory++) 143 if (*(*factory) == classID) 144 break; 145 146 if (factory != Factory::factoryList->end()) 147 { 148 PRINTF(4)("Create a new Object of type %s\n", (*factory)->getName()); 149 return (*factory)->fabricateObject(NULL); 150 } 151 else 152 { 153 PRINTF(2)("Could not Fabricate an Object of ClassID '%h'\n", classID); 154 return NULL; 155 } 156 } -
branches/powerups/src/util/loading/factory.h
r5955 r5985 28 28 #include "base_object.h" 29 29 #include "debug.h" 30 #include <vector> 30 31 31 32 /** … … 40 41 41 42 public: 42 Factory (const char* factoryName = NULL, ClassID classID = CL_NULL);43 Factory (const char* factoryName, ClassID classID); 43 44 virtual ~Factory (); 44 45 45 void fabricate(const char* className, const char* entityName); 46 virtual BaseObject* fabricate(ClassID classID) = NULL; 47 virtual BaseObject* fabricate(const TiXmlElement* root) = NULL; 48 virtual BaseObject* fabricateDirect() = NULL; 46 static void deleteFactories(); 49 47 50 static void registerFactory( Factory* factory); 51 /** @returns the first factory */ 52 static Factory* getFirst() { return Factory::first; }; 48 static BaseObject* fabricate(const char* className); 49 static BaseObject* fabricate(ClassID classID); 50 static BaseObject* fabricate(const TiXmlElement* root = NULL); 51 52 bool operator==(ClassID classID) const { return (this->classID == classID); }; 53 bool operator==(const char* className) const; 53 54 54 55 protected: 55 /** sets the Next factory in the list @param nextFactory the next factory */ 56 inline void setNext( Factory* nextFactory) { this->next = nextFactory; }; 57 /** @returns the next factory */ 58 Factory* getNext() const { return this->next; }; 59 56 virtual BaseObject* fabricateObject(const TiXmlElement* root = NULL) const = 0; 60 57 61 58 protected: 62 ClassID classID; //!< The CLass-Identifyer of the Factory. 63 64 private: 65 Factory* next; //!< pointer to the next factory. 66 static Factory* first; //!< A pointer to the first factory. 59 ClassID classID; //!< The Class-Identifyer of the Factory. 60 const char* className; //!< The name of the Class. 61 static std::list<Factory*>* factoryList; //!< List of Registered Factories 67 62 }; 68 63 … … 73 68 template<class T> class tFactory : public Factory 74 69 { 75 public: 76 tFactory(const char* factoryName, ClassID classID); 77 virtual ~tFactory(); 70 public: 71 tFactory (const char* factoryName, ClassID classID) 72 : Factory(factoryName, classID) 73 { 74 } 78 75 79 76 private: 80 virtual BaseObject* fabricate(ClassID classID); 81 virtual BaseObject* fabricate(const TiXmlElement* root); 82 virtual BaseObject* fabricateDirect(); 77 /** 78 * fabricates an Object of type T, with the constructor T::T(const TiXmlElemnt*) 79 * @param root the TiXmlElement T should load parameters from. 80 * @return the newly fabricated T. 81 */ 82 virtual BaseObject* fabricateObject(const TiXmlElement* root = NULL) const 83 { 84 return new T(root); 85 } 83 86 }; 84 85 /**86 * construnts a factory with87 * @param factoryName the name of the factory88 */89 template<class T>90 tFactory<T>::tFactory(const char* factoryName, ClassID classID) : Factory(factoryName, classID)91 {92 PRINTF(4)("Class: %s loadable\n", this->getName());93 }94 95 /**96 * destructs the type-Factory97 */98 template<class T>99 tFactory<T>::~tFactory()100 {}101 102 /**103 * fabricates an Object of type T, with the constructor T::T(const TiXmlElemnt*)104 * @param root the TiXmlElement T should load parameters from.105 * @return the newly fabricated T, NULL otherwise.106 */107 template<class T>108 BaseObject* tFactory<T>::fabricate(const TiXmlElement* root)109 {110 if (root == NULL)111 return NULL;112 113 if(!strcmp(root->Value(), this->getName()))114 return new T ( root);115 else if( getNext() != NULL)116 return getNext()->fabricate( root);117 else118 return NULL;119 }120 121 122 /**123 * fabricates an Object of type T, with the constructor T::T(const TiXmlElemnt*)124 * @param classID the ClassID of T that should be created.125 * @return the newly fabricated T if fabricated NULL otherwise.126 */127 template<class T>128 BaseObject* tFactory<T>::fabricate(ClassID classID)129 {130 if(classID == this->classID)131 return this->fabricateDirect();132 else if( getNext() != NULL)133 return getNext()->fabricate( classID);134 else135 return NULL;136 }137 138 /**139 * directly fabricate an Entity of this factory.140 */141 template<class T>142 BaseObject* tFactory<T>::fabricateDirect()143 {144 return new T((const TiXmlElement*)NULL);145 }146 87 147 88 #endif /* _FACTORY_H */ -
branches/powerups/src/util/loading/game_loader.cc
r5819 r5985 331 331 this->currentCampaign->previousLevel(); 332 332 } 333 334 /**335 * load a StoryEntity336 * @param element a XMLElement containing all the needed info337 */338 BaseObject* GameLoader::fabricate(const TiXmlElement* element)339 {340 assert( element != NULL);341 342 if( Factory::getFirst() == NULL)343 {344 PRINTF(1)("GameLoader does not know any factories, fabricate() failed\n");345 return NULL;346 }347 348 if( element->Value() != NULL)349 {350 PRINTF(4)("Attempting fabrication of a '%s'\n", element->Value());351 BaseObject* b = Factory::getFirst()->fabricate( element);352 if( b == NULL)353 PRINTF(2)("Failed to fabricate a '%s'\n", element->Value());354 else355 PRINTF(4)("Successfully fabricated a '%s'\n", element->Value());356 return b;357 }358 359 PRINTF(2)("Fabricate failed, TiElement did not contain a value\n");360 361 return NULL;362 } -
branches/powerups/src/util/loading/game_loader.h
r5819 r5985 60 60 ErrorMessage loadDebugCampaign(Uint32 campaignID); 61 61 62 void registerFactory( Factory* factory );63 BaseObject* fabricate(const TiXmlElement* data);64 65 62 void process(const Event &event); 66 63 -
branches/powerups/src/world_entities/extendable.h
r5965 r5985 12 12 class PowerUp; 13 13 14 #include "power_ups/power_up.h" 14 15 15 16 //! A class for ... … … 19 20 // Extendable(); 20 21 // virtual ~Extendable(); 21 virtual bool pickup(PowerUp* powerUp) { return false; }22 virtual bool pickup(PowerUp* powerUp) { return false; }; 22 23 23 24 private: -
branches/powerups/src/world_entities/player.h
r5955 r5985 8 8 9 9 #include "event_listener.h" 10 #include "extendable.h" 10 11 11 12 /* Forward Declaration */ … … 18 19 the player.cc for debug also 19 20 */ 21 20 22 class Player : public EventListener 21 23 { -
branches/powerups/src/world_entities/space_ships/space_ship.cc
r5973 r5985 31 31 #include "factory.h" 32 32 #include "key_mapper.h" 33 #include "event_handler.h" 33 34 34 35 #include "power_ups/weapon_power_up.h" 36 37 #include "graphics_engine.h" 35 38 36 39 using namespace std; … … 88 91 Weapon* wpLeft = new TestGun(1); 89 92 wpLeft->setName("testGun Left"); 90 Weapon* cannon = dynamic_cast<Weapon*>(Factory:: getFirst()->fabricate(CL_CANNON));93 Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON)); 91 94 92 95 cannon->setName("BFG"); … … 112 115 PRINTF(4)("SPACESHIP INIT\n"); 113 116 114 115 bUp = bDown = bLeft = bRight = bAscend = bDescend = false; 117 EventHandler::getInstance()->grabEvents(true); 118 119 bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false; 116 120 bFire = false; 121 xMouse = yMouse = 0; 122 mouseSensitivity = 0.001; 123 124 cycle = 0.0; 125 117 126 118 127 travelSpeed = 15.0; … … 126 135 127 136 //add events to the eventlist 128 registerEvent(KeyMapper::PEV_UP); 129 registerEvent(KeyMapper::PEV_DOWN); 130 registerEvent(KeyMapper::PEV_LEFT); 131 registerEvent(KeyMapper::PEV_RIGHT); 137 registerEvent(SDLK_w); 138 registerEvent(SDLK_s); 139 registerEvent(SDLK_a); 140 registerEvent(SDLK_d); 141 registerEvent(SDLK_q); 142 registerEvent(SDLK_e); 132 143 registerEvent(KeyMapper::PEV_FIRE1); 133 144 registerEvent(KeyMapper::PEV_NEXT_WEAPON); … … 135 146 registerEvent(SDLK_PAGEUP); 136 147 registerEvent(SDLK_PAGEDOWN); 148 registerEvent(EV_MOUSE_MOTION); 137 149 138 150 this->getWeaponManager()->setSlotCount(7); … … 255 267 void SpaceShip::tick (float time) 256 268 { 269 cycle += time; 257 270 // spaceship controlled movement 258 271 this->calculateVelocity(time); … … 261 274 262 275 //orient the spaceship model in the direction of movement. 276 277 // this is the air friction (necessary for a smooth control) 278 if(velocity.len() != 0) velocity -= velocity*0.01; 279 280 this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02); 281 282 //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); 263 283 264 284 this->shiftCoor (move); … … 283 303 if( this->bUp ) 284 304 { 285 this->shiftCoor(this->getAbsDirX());286 //if(travelSpeed <= 5000) travelSpeed += 10;305 //this->shiftCoor(this->getAbsDirX()); 306 accel += (this->getAbsDirX())*2; 287 307 } 288 308 289 309 if( this->bDown ) 290 310 { 291 this->shiftCoor(Vector()-this->getAbsDirX());292 //if(travelSpeed >= 10) travelSpeed -= 10;311 //this->shiftCoor((this->getAbsDirX())*-1); 312 accel -= (this->getAbsDirX())*2; 293 313 } 294 314 … … 310 330 //rotVal += .4; 311 331 } 332 333 if( this->bRollL /* > -this->getRelCoor().z*2*/) 334 { 335 this->shiftDir(Quaternion(-time, Vector(1,0,0))); 336 // accel -= rightDirection; 337 //velocityDir.normalize(); 338 //rot +=Vector(1,0,0); 339 //rotVal -= .4; 340 } 341 if( this->bRollR /* > this->getRelCoor().z*2*/) 342 { 343 this->shiftDir(Quaternion(time, Vector(1,0,0))); 344 345 // accel += rightDirection; 346 //velocityDir.normalize(); 347 //rot += Vector(1,0,0); 348 //rotVal += .4; 349 } 312 350 if (this->bAscend ) 313 351 { … … 329 367 } 330 368 331 velocity += accel *(time);369 velocity += accel; 332 370 //rot.normalize(); 333 371 //this->setRelDirSoft(Quaternion(rotVal, rot), 5); … … 350 388 void SpaceShip::process(const Event &event) 351 389 { 352 if( event.type == KeyMapper::PEV_UP) 353 this->bUp = event.bPressed; 354 else if( event.type == KeyMapper::PEV_DOWN) 355 this->bDown = event.bPressed; 356 else if( event.type == KeyMapper::PEV_RIGHT) 357 this->bRight= event.bPressed; 358 else if( event.type == KeyMapper::PEV_LEFT) 359 this->bLeft = event.bPressed; 390 391 392 if( event.type == SDLK_a) 393 this->bRollL = event.bPressed; 394 else if( event.type == SDLK_d) 395 this->bRollR = event.bPressed; 360 396 else if( event.type == KeyMapper::PEV_FIRE1) 361 397 this->bFire = event.bPressed; … … 365 401 this->getWeaponManager()->previousWeaponConfig(); 366 402 367 else if( event.type == SDLK_PAGEUP) 368 this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); 369 else if( event.type == SDLK_PAGEDOWN) 370 this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); 403 else if( event.type == SDLK_w) 404 this->bUp = event.bPressed; //this->shiftCoor(0,.1,0); 405 else if( event.type == SDLK_s) 406 this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0); 407 else if( event.type == EV_MOUSE_MOTION) 408 { 409 this->xMouse = event.xRel; 410 this->yMouse = event.yRel; 411 this->shiftDir(Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity, Vector(0,0,1))); 412 } 371 413 } 372 414 -
branches/powerups/src/world_entities/space_ships/space_ship.h
r5965 r5985 58 58 bool bDescend; //!< descend button presses. 59 59 bool bFire; //!< fire button pressed. 60 bool bRollL; //!< rolling button pressed (left) 61 bool bRollR; //!< rolling button pressed (right) 62 63 float xMouse; //!< mouse moved in x-Direction 64 float yMouse; //!< mouse moved in y-Direction 65 float mouseSensitivity; //!< the mouse sensitivity 66 float cycle; //!< hovercycle 60 67 61 68 Vector velocity; //!< the velocity of the player. -
branches/powerups/src/world_entities/weapons/crosshair.cc
r5750 r5985 70 70 this->material = new Material; 71 71 72 EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION);72 //EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION); 73 73 74 74 // center the mouse on the screen, and also hide the cursors … … 122 122 if (event.type == EV_MOUSE_MOTION) 123 123 { 124 this->setAbsCoor2D(event.x, event.y);124 //this->setAbsCoor2D(event.x, event.y); 125 125 } 126 126 } … … 157 157 &objZ ); 158 158 159 this->setAbsCoor(objX, objY, objZ);159 //this->setAbsCoor(objX, objY, objZ); 160 160 } 161 161 … … 166 166 { 167 167 glPushMatrix(); 168 glTranslatef( this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);168 glTranslatef(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2, 0); 169 169 170 170 glRotatef(this->getAbsDir2D(), 0,0,1); -
branches/powerups/src/world_entities/weapons/ground_turret.cc
r5955 r5985 85 85 element = root->FirstChildElement("weapon-left"); 86 86 if (element != NULL) element = element->FirstChildElement(); 87 this->left = dynamic_cast<Weapon*>( Factory:: getFirst()->fabricate( element) );87 this->left = dynamic_cast<Weapon*>( Factory::fabricate( element) ); 88 88 if (this->left) 89 89 { … … 94 94 element = root->FirstChildElement("weapon-right"); 95 95 if (element != NULL) if (element != NULL) element = element->FirstChildElement(); 96 this->right = dynamic_cast<Weapon*>( Factory:: getFirst()->fabricate( element) );96 this->right = dynamic_cast<Weapon*>( Factory::fabricate( element) ); 97 97 if (this->right) 98 98 { -
branches/powerups/src/world_entities/weapons/weapon_manager.cc
r5965 r5985 140 140 LOAD_PARAM_START_CYCLE(root, element); 141 141 142 Weapon* newWeapon = dynamic_cast<Weapon*>(Factory:: getFirst()->fabricate(element));142 Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::fabricate(element)); 143 143 /// @todo implement this !! 144 144
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