= TRACKMANAGER = [[ArchivePage]] The !TrackManager handles the flow of the Players through the game. The !TrackManager works as followed: * Initialize it, by setting up the Graph. You can do this by using the following Commands. * workOn(): changes the ID that will be altered through the changes. * setCurveType(): lets you set the !CurveType of the Curve we are Working on. (default is !BezierCurve, set this as early as possible, for his uses resources). * setDuration(): sets the length of the current path in seconds. * addPoint(): adds a point to the Curve. * addHotPoint(): adds save/splitpoint. * fork(): adds some interessting non-linear movments through the level (fork will force addHotPoint if not done then). * condition(): decides under what condition a certain Path will be chosen. * join(): joins some tracks together again. Join will set the localTime to the longest time a Path has to get to this Point) * setSavePoint(): Sets a !HotPoint into a savePoint. A Savepoint can be used as a rollbackpoint if a Player gets shot. !HotPoints and Joins are at the beginning of a !TrackElement. !SavePoints and Forks are at the end of a !TrackElement. Look out: SAVEPOINTS CAN NOT BE FORKS (but joins), because the condition is really hard to guess if you do not give some impuls. * Runtime knows the following: * calcPos(): returns the current position on the track * calcDir(): returns the current Direction the track is flying on. * tick(): makes a Step on the Path. increases localTime by dt. * choosePath(): a Function that decides which Path we should follow. !TrackManager can be handled as a !StateMachine. * Names: * !TrackManager: handles Tracks * Track: The Track that the ship can follow * Path: one way through the Level, that is dependent on conditionals. * Conditional: A decition making device, that chooses betwen different TrackElements for the Path. * !TrackElement: A Part of A whole Track