PlayerComponent Class Reference

Inherits BaseComponent.

Collaboration diagram for PlayerComponent:
Collaboration graph
[legend]

List of all members.

Public Member Functions

 DEFAULT_COMPONENT_CONSTRUCTOR (BaseComponent, PlayerComponent, INIT4(m_bAccell, false, m_bReverse, false, m_fAccellTorque, 0.0f, m_fReverseTorque, 0.0f),,)
virtual void Update (const int nDelta)
 Can be overridden to implement logic that is called on every game update.
virtual bool FromAttribute (const Attribute *pRoot)
 Can be overriden to implement custom loading functionality from an AttributeTree.
virtual void ToStream (std::ostream &stream) const
 Empty implementation.
virtual void FromStream (std::istream &stream)
 Empty implementation.
float GetAccellTorque () const
void SetAccellTorque (float fAccellTorque)
float GetReverseTorque () const
void SetReverseTorque (float fReverseTorque)
void Accellerate ()
void Reverse ()

Member Function Documentation

bool PlayerComponent::FromAttribute ( const Attribute pRoot  )  [virtual]

Can be overriden to implement custom loading functionality from an AttributeTree.

Parameters:
pRoot A pointer to the root of the attribute tree for this component.
Returns:
If false is returned then loading was a failure and the component will not be added to the game entity.

Implements AbstractComponent.

void PlayerComponent::Update ( const int  nDelta  )  [virtual]

Can be overridden to implement logic that is called on every game update.

Parameters:
nDelta The time between this frame and last (in ms).

Implements AbstractComponent.


The documentation for this class was generated from the following files:
 All Classes Functions Variables

Generated on Fri Nov 20 15:29:20 2009 for PhysTank by  doxygen 1.6.1