18 scene::ISceneManager*
smgr;
22 scene::IMeshSceneNode*
node;
26 std::multimap<char, scene::IMeshSceneNode*>
nodes;
40 void createBlock(core::vector3df position, core::vector3df scale, core::vector3df rotation,
char side, video::SColor color =
randomColor());
42 void addToPhysicsWorld();
57 Castle(scene::ISceneManager* smgr,
Physics* physics, IrrlichtDevice* device, video::IVideoDriver* driver, core::vector3df center);
64 bool buildCastle(core::vector3df center);
74 core::vector3df getSideSize(
char side);
78 core::vector3df calculateAbsoluteCenter();
Target represent the treasure of the castle.
Definition: target.h:7
video::SColor randomColor()
Get random color.
Definition: bullethelper.cpp:63
video::IVideoDriver * driver
Definition: castle.h:19
The Castle handles all things related to the Castles Building, treasure, physics and collisions...
Definition: castle.h:16
const f32 BLOCKS_OFFSET
Definition: castle.h:13
Physics class will handle all things related to collisions, creating Bullet physics objects and the p...
Definition: physics.h:12
video::SColor COLOR_DARK
Definition: castle.h:47
video::SColor COLOR_LIGHT
Definition: castle.h:46
core::vector3df initialTargetPos
Initial position of the first block.
Definition: castle.h:30
IrrlichtDevice * device
Definition: castle.h:23
std::multimap< char, scene::IMeshSceneNode * > nodes
Associative array for blocks.
Definition: castle.h:26
Physics * physics
Definition: castle.h:31
scene::ISceneManager * smgr
Definition: castle.h:18
const f32 TARGET_OFFSET
Definition: castle.h:14
scene::IMeshSceneNode * node
Last node used.
Definition: castle.h:22
core::vector3df position
Definition: castle.h:20
Target * target
Target node.
Definition: castle.h:28