Mercurial > fife-parpg
view engine/core/model/metamodel/timeprovider.h @ 469:5994e61cdebd
Added a widget to be displayed after the player completes the game.
Renamed the showHighScoreDialog function to saveScore.
Player can no longer collide with the boss causing the boss to be destroyed. The player now gets destroyed and the boss takes no damage.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Wed, 14 Apr 2010 17:42:24 +0000 |
parents | 5816ab527da8 |
children |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ #ifndef FIFE_TIME_PROVIDER_H #define FIFE_TIME_PROVIDER_H // Standard C++ library includes // 3rd party library includes // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "util/base/exception.h" namespace FIFE { /** Timeprovider is an utility providing time management functionality * You can have hierarchy of time providers, whose multiplier can be changed independently. * Changing providers upper in the hierarchy, changes also all subproviders with the same ratio */ class TimeProvider { public: /** Constructor * In case there there is no provider master, you can use NULL */ explicit TimeProvider(TimeProvider* master); ~TimeProvider(); /** With multiplier, you can adjust the time speed. 0.5 means time runs half as slow, * while 2.0 means it runs twice as fast */ void setMultiplier(float multiplier); /** @see setMultiplier. Returns mutliplier for this single provider */ float getMultiplier() const; /** @see setMultiplier. Returns mutliplier for whole chain of timeproviders * E.g. if master has multiplier 2.0 and this has 0.5, end result = 1.0 */ float getTotalMultiplier() const; /** Returns current game ticks, already scaled. */ unsigned int getGameTime() const; private: TimeProvider* m_master; float m_multiplier; double m_time_static, m_time_scaled; /** Returns current game ticks, already scaled, more precise. */ double getPreciseGameTime() const; }; /** Utility function to calculate time scaling. Mostly done to avoid littering other code * with related casting * @return multiplier * ticks */ unsigned int scaleTime(float multiplier, unsigned int ticks); } //FIFE #endif