Target represent the treasure of the castle.
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#include <target.h>
Target represent the treasure of the castle.
◆ Target()
Target::Target |
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core::vector3df |
position, |
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scene::ISceneManager * |
smgr, |
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video::IVideoDriver * |
driver, |
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Physics * |
physics |
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Default constructor.
Initilize graphich and physics instance of the object at specified position.
- See also
- Castle::setTreasure()
-
Cannon::getRange()
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GameManager::initGamePlay()
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Player::getCannonRange()
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Player::checkTarget()
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Physics::createTreasure()
11 core::vector3df scale = core::vector3df(1,1,1);
15 this->
irrTarget->setMaterialFlag(video::EMF_LIGHTING,
false);
16 this->
irrTarget->setMaterialTexture(0, driver->getTexture(
"media/chest/chest_rare.jpg"));
18 this->
irrTarget->setDebugDataVisible(scene::EDS_BBOX);
btRigidBody * createTreasure(scene::IMeshSceneNode *node, core::vector3df scale, core::vector3df position)
Create the treasure physics instance.
Definition: physics.cpp:122
#define logVector(level, _Message, vector)
Log a core::vector3d irrlicht object.
Definition: Logger.h:42
scene::IMeshSceneNode * irrTarget
Irrlicht scene node.
Definition: target.h:14
core::vector3df position
Position of the target.
Definition: target.h:18
Physics * physics
Physics instance.
Definition: target.h:12
btRigidBody * btTarget
Bullet btRigiBody reference.
Definition: target.h:16
scene::ISceneManager * smgr
Irrlicht scenemanger.
Definition: target.h:10
◆ getIrrNode()
scene::IMeshSceneNode * Target::getIrrNode |
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Get Irrlicht node.
scene::IMeshSceneNode * irrTarget
Irrlicht scene node.
Definition: target.h:14
◆ btTarget
btRigidBody* Target::btTarget |
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private |
Bullet btRigiBody reference.
◆ irrTarget
scene::IMeshSceneNode* Target::irrTarget |
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private |
◆ physics
◆ position
core::vector3df Target::position |
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private |
◆ smgr
scene::ISceneManager* Target::smgr |
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private |
The documentation for this class was generated from the following files: