[Orxonox-commit 6449] r11105 - in code/trunk/src/modules: jump objects

fvultier at orxonox.net fvultier at orxonox.net
Mon Feb 1 17:27:49 CET 2016


Author: fvultier
Date: 2016-02-01 17:27:49 +0100 (Mon, 01 Feb 2016)
New Revision: 11105

Modified:
   code/trunk/src/modules/jump/JumpCenterpoint.h
   code/trunk/src/modules/jump/JumpFigure.h
   code/trunk/src/modules/objects/SpaceBoundaries.cc
Log:
Removed wrong comments in Jump minigame. These comments were artifacts from copy paste.

Modified: code/trunk/src/modules/jump/JumpCenterpoint.h
===================================================================
--- code/trunk/src/modules/jump/JumpCenterpoint.h	2016-01-31 22:42:11 UTC (rev 11104)
+++ code/trunk/src/modules/jump/JumpCenterpoint.h	2016-02-01 16:27:49 UTC (rev 11105)
@@ -37,70 +37,7 @@
     
     /**
     @brief
-        The JumpCenterpoint implements the playing field @ref orxonox::Jump "Jump" takes place in and allows for many parameters of the minigame to be set.
-        The playing field resides in the x,z-plane, with the x-axis being the horizontal axis and the z-axis being the vertical axis.
-        
-        Various parameters can be set:
-        - The <b>dimension</b> is a vector, that defines the width and height of the playing field. The default is <em>(200, 120)</em>.
-        - The <b>balltemplate</b> is a template that is applied to the @ref orxonox::JumpPlatform "JumpPlatform", it can be used to attach different things to it, e.g. its @ref orxonox::Model "Model". See below for a usage example.
-        - The <b>battemplate</b> is a template that is applied to the @ref orxonox::JumpPlatform "JumpFigure", it can be used to attach different things to it, e.g. its @ref orxonox::Model "Model". See below for a usage example.
-        - The <b>ballspeed</b> is the speed with which the @ref orxonox::JumpPlatform "JumpPlatform" moves. The default is <em>100</em>.
-        - The <b>ballaccfactor</b> is the acceleration factor for the @ref orxonox::JumpPlatform "JumpPlatform". The default is <em>1.0</em>.
-        - The <b>batspeed</b> is the speed with which the @ref orxonox::JumpFigure "JumpFigures" move. The default is <em>60</em>.
-        - The <b>batlength</b> is the length of the @ref orxonox::JumpFigure "JumpFigures" as the percentage of the height of the playing field. The default is <em>0.25</em>.
-        
-        An example in XML of the JumpCenterpoint would be:
-        
-        First the needed templates:
-        The template for the @ref orxonox::JumpPlatform "JumpPlatform".
-        @code
-        <Template name="jumpball">
-          <JumpPlatform>
-            <attached>
-              <Model mesh="sphere.mesh" scale="2" />
-              <ParticleSpawner name="hiteffect" position="0,0,0" source="Orxonox/sparks2" lifetime="0.01" autostart="0" mainstate="spawn" />
-            </attached>
-            <eventlisteners>
-              <EventTarget target="hiteffect" />
-            </eventlisteners>
-          </JumpPlatform>
-        </Template>
-        @endcode
-        As can be seen, a sphere is attached as the @ref orxonox::Model "Model" for the @ref orxonox::JumpPlatform "JumpPlatform", and also an @ref orxonox::EventListener "EventListener" that triggers a @ref orxonox::ParticleSpawner "ParticleSpawner", whenever the ball hits the boundaries is attached.
-        
-        Additionally the template for the @ref orxonox::JumpFigure "JumpFigure".
-        @code
-        <Template name="jumpbatcameras" defaults="0">
-          <JumpFigure>
-            <camerapositions>
-              <CameraPosition position="0,200,0" pitch="-90" absolute="true" />
-            </camerapositions>
-          </JumpFigure>
-        </Template>
-
-        <Template name="jumpbat">
-          <JumpFigure camerapositiontemplate=jumpbatcameras>
-            <attached>
-              <Model position="0,0,3" mesh="cube.mesh" scale3D="14,2,2" />
-            </attached>
-          </JumpFigure>
-        </Template>
-        @endcode
-        As can be seen, there are actually two templates. The first template is needed to set the camera for the @ref orxonox::JumpFigure "JumpFigure". The second template ist the actual template for the @ref orxonox::JumpFigure "JumpFigure", the template for the camera position is added and a @ref orxonox::Model "Model" for the @ref orxonox::JumpFigure "JumpFigure" is attached.
-        propellerTemplate_
-        Finally the JumpCenterpoint is created.
-        @code
-        <JumpCenterpoint name="jumpcenter" dimension="200,120" balltemplate="jumpball" battemplate="jumpbat" ballspeed="200" ballaccfactor="1.0" batspeed="130" batlength="0.25">
-          <attached>
-            <Model position="0,0,60" mesh="cube.mesh" scale3D="105,1,1" />
-            <Model position="0,0,-60" mesh="cube.mesh" scale3D="105,1,1" />
-          </attached>
-        </JumpCenterpoint>
-        @endcode
-        All parameters are specified. And also two @ref orxonox::Model "Models" (for the upper and lower boundary) are attached.
-        
-        For a more elaborate example, have a look at the <code>jump.oxw</code> level file.
-
+        @brief The JumpCenterpoint is a StaticEntity which represents the level of the minigame. All platforms, enemies and items are attached to the JumpCenterpoint.
     */
     class _JumpExport JumpCenterpoint : public StaticEntity
     {

Modified: code/trunk/src/modules/jump/JumpFigure.h
===================================================================
--- code/trunk/src/modules/jump/JumpFigure.h	2016-01-31 22:42:11 UTC (rev 11104)
+++ code/trunk/src/modules/jump/JumpFigure.h	2016-02-01 16:27:49 UTC (rev 11105)
@@ -41,8 +41,8 @@
             virtual ~JumpFigure() {}
             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override;
             virtual void tick(float dt) override;
-            virtual void moveFrontBack(const Vector2& value) override; //!< Overloaded the function to steer the bat up and down.
-            virtual void moveRightLeft(const Vector2& value) override; //!< Overloaded the function to steer the bat up and down.
+            virtual void moveFrontBack(const Vector2& value) override; //!< Overloaded the function to steer the figure up and down.
+            virtual void moveRightLeft(const Vector2& value) override; //!< Overloaded the function to steer the figure up and down.
             virtual void rotateYaw(const Vector2& value) override;
             virtual void rotatePitch(const Vector2& value) override;
             virtual void rotateRoll(const Vector2& value) override;

Modified: code/trunk/src/modules/objects/SpaceBoundaries.cc
===================================================================
--- code/trunk/src/modules/objects/SpaceBoundaries.cc	2016-01-31 22:42:11 UTC (rev 11104)
+++ code/trunk/src/modules/objects/SpaceBoundaries.cc	2016-02-01 16:27:49 UTC (rev 11105)
@@ -81,13 +81,17 @@
                 {
                     pawnsIn_.push_back(currentPawn);
                 }
-            } else if (this->reaction_ == 2) {
+            }
+            else if (this->reaction_ == 2)
+            {
                 float distance = this->computeDistance(currentPawn);
                 if(distance >= this->maxDistance_)
                 {
                     pawnsIn_.push_back(currentPawn);
                 }
-            } else {
+            }
+            else
+            {
                 pawnsIn_.push_back(currentPawn);
             }
         }
@@ -204,6 +208,9 @@
         this->checkWhoIsIn();
         this->removeAllBillboards();
 
+        if(!this->isActive())
+            return;
+
         float distance;
         bool humanItem;
         for(Pawn* currentPawn : pawnsIn_)




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