class GameIntro: public GameSection

This class represent the intro of the game

Inheritance:


Public Fields

[more]Mesh Title
The Mesh of the rotating Title

Public Methods

[more]void Key(unsigned char key)
Manage key pression
[more]void Init(int score=0, int liv=0)
Initializing Stuff
[more]int Draw()
Draw the Rotating Title, with flying asteroids and the "press key
[more]void Reshape(int w, int h)
Typical Reshape
[more]void Update(int dt)
Typical Update
[more]void Clip(Point3f &p)
Clip asteroids agains view frustum

Public

[more] AstNum=16
Default Number of Asteroids in the intro
[more] vector<Ast3DFract *> A[3]
All the flying asteroids

Inherited from GameSection:

Public Fields

oint ScreenW
oint ScreenH

Documentation

This class represent the intro of the game. A rotating title between asteroids flying against observer. Version History
  • 0.4 First Release.
  • 0.6 Added three Level of details to represent the asteroids, modified Draw to choose the right lod to draw.

o AstNum=16
Default Number of Asteroids in the intro

ovoid Key(unsigned char key)
Manage key pression.

oMesh Title
The Mesh of the rotating Title

o vector<Ast3DFract *> A[3]
All the flying asteroids.Modified in version 6 to store lo, med, and hi res asteroids

ovoid Init(int score=0, int liv=0)
Initializing Stuff

oint Draw()
Draw the Rotating Title, with flying asteroids and the "press key..." string For each asteroid to be drawn we choose the right lod according its z distance from the observer.

ovoid Reshape(int w, int h)
Typical Reshape. Very similar to GameSession

ovoid Update(int dt)
Typical Update. Move the asteroids and clip them against the view frustum.

ovoid Clip(Point3f &p)
Clip asteroids agains view frustum. Every frame we clip the ast position against the view frustum, when an ast is outside the view frustm it is moved again far away. In this way we are sure that we draw only what we can see.


This class has no child classes.

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