#include <Actor.h>
Inheritance diagram for Actor:
Public Methods | |
Actor (string filename="") | |
virtual | ~Actor () |
virtual void | draw ()=0 |
Vector3 | walk (double speed) |
Vector3 | run (double speed) |
vector< Inventory * > | getInventory () |
void | addInventory (Inventory *v) |
void | nextInventory () |
Inventory * | getCurrentInventory () |
void | putInventoryAway () |
void | addMoney (int i) |
int | getMoney () |
void | subtractMoney (int i) |
void | setAnimationType (int i) |
void | nextAnimation () |
virtual void | update (double time) |
Protected Attributes | |
SuperModel * | _character |
UserFunctionTexture * | ufTexture |
map< int, unsigned int > | _animations |
Animation | _currentAnimation |
vector< Inventory * > | _inventory |
Inventory * | _currentInventory |
vector< Animation > | _queuedAnimations |
bool | _animationStarted |
bool | _animationFinished |
double | _startAnimationTime |
Vector3 | _localRotate |
Vector3 | _localTranslate |
int | _money |
GLuint | _moneyTexture |
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Reimplemented from Object. Implemented in Human. |
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go to the next animation |
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set the animation type base in an animation from AnimationTypes.h If we are in the middle of an animation, we'll queue this |
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hold a list of animations and the current animation we are running |
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hold the super model object with animations |
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Vector to hold the user's inventory |
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hold the texture loader |