An abstract class for objects that can receive mouse input. The mouse handling and drawing must be implemented.
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| ClickableObject (void) |
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virtual void | mouseClick ()=0 |
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virtual bool | isMouseOverObject ()=0 |
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virtual void | draw ()=0 |
| Draws the object.
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| ForeignSpaceShip (float r, GLuint displayList) |
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| ~ForeignSpaceShip (void) |
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void | update (float t) |
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| SpaceShip (float r, GLuint displayList) |
| Initializes the space ship.
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| SpaceShip (Vector3 position, float r, GLuint displayList) |
| Initializes the space ship.
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| SpaceShip (float x, float y, float z, float r, GLuint displayList) |
| Initializes the space ship.
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| ~SpaceShip (void) |
| Destructor.
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void | draw () |
| Draws the object using the base class drawing method.
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Vector3 | getOriginalView (void) |
| Returns the original view vector.
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Vector3 | getOriginalUp (void) |
| Returns the original up vector.
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bool | isDestroyed () |
| Determines wheather a ship is destroyed or not.
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float | getLaserHeat (void) |
| Returns the current heat of the laser.
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float | getMaxLaserHeat (void) |
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float | getLaserPercentage (void) |
| Returns the percentage of the heat of the maximal heat.
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unsigned int | getMissileCount (void) |
| Returns the current amount of missiles.
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bool | isOverHeated (void) |
| Returns true if the laser is overheated, otherwise false.
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void | useMissile (void) |
| Shoots a missile, if possible.
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bool | isShooting () |
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void | setShoot (bool status) |
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float | getBackShieldPower (void) |
| Returns the current back shield power.
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float | getBackShieldPowerPercentage (void) |
| Returns the current percentage of back shield power.
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float | getFrontShieldPower (void) |
| Returns the current front shield power.
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float | getFrontShieldPowerPercentage (void) |
| Returns the current percentage of front shield power.
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void | setShieldRecovering (bool recovers) |
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void | receiveHitBack (DWORD time) |
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void | receiveHitFront (DWORD time) |
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void | setShieldCapacity (float capacity) |
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bool | shipWasHitOnce () |
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| MovingObject () |
| Constructor, initializes to the origin. The line of vision is aligned to the z axis, the up vector is aligned to the y-axis.
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| MovingObject (Vector3 position) |
| Constructor initializing to a given position as Vector3.
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| MovingObject (float x, float y, float z) |
| Constructor, the startposition is (x,y,z).
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| ~MovingObject (void) |
| Destructor.
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void | pitch (float angle) |
| Pitches the line of vision.
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void | roll (float angle) |
| Rolls the eye.
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Vector3 | getRight (void) |
| Returns the vector indiciating what is 'right' of the eye.
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Vector3 | getUp (void) |
| Returns the vector indication what is 'up'.
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Vector3 | getView (void) |
| Returns the current viewing vector.
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void | setView (Vector3 v) |
| Sets the current viewing vector.
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void | accelerate (float step) |
| Sets the speed.
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void | advance (float t) |
| Move the camera depending on the current speed and line of vision.
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float | getMaxSpeed (void) |
| Returns the maximal speed.
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float | getMinSpeed (void) |
| Returns the minimal speed.
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float | getSpeed (void) |
| Returns the vector indicating the direction 'right'.
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void | setMaxSpeed (float speed) |
| Sets the maximal speed.
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void | setMinSpeed (float speed) |
| Sets the minimal speed.
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void | setSpeed (float speed) |
| Sets the current speed.
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void | setStep (float step) |
| Sets the value that is advanced in one step.
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| GameObject (void) |
| The constructor creates the object. The position is set to zero by default.
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| GameObject (Vector3 position) |
| The constructor creates the object and gives it a position in the scene.
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| GameObject (float x, float y, float z) |
| The constructor creates the object and gives it a position in the scene.
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| ~GameObject (void) |
| Destructor. Does nothing.
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virtual Vector3 | getPos (void) |
| Returns the current position as Vector3 triple.
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void | setPos (float x, float y, float z) |
| Sets the current position.
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void | setPos (Vector3 position) |
| Sets the current position.
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| ModelObject (GLuint displayList) |
| Creates a model object and sets up the display List.
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| ModelObject (float r, GLuint displayList) |
| Creates a model object and sets up the display List.
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| ModelObject (Vector3 position, float r, GLuint displayList) |
| Creates a model object and sets up the display List.
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| ModelObject (float x, float y, float z, float r, GLuint displayList) |
| Creates a model object and sets up the display List.
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| ~ModelObject (void) |
| The destructor has nothing to clean up.
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| GraphicsObject (void) |
| The constructor creates the object.
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| GraphicsObject (GLfloat r) |
| The constructor creates the object.
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| GraphicsObject (Vector3 position, float r) |
| Creates an graphical object.
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| GraphicsObject (float x, float y, float z, float r) |
| Creates a graphical object.
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| ~GraphicsObject (void) |
| Destructor.
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float | getRadius (void) |
| Returns the radius of the object, usable for view frustum culling.
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float | getCollisionRadius (void) |
| Returns the radius of the object, usable for collision detection.
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An abstract class for objects that can receive mouse input. The mouse handling and drawing must be implemented.
Definition at line 10 of file ClickableObject.h.