PGR Copakond OpenGL Engine - Bowling
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copakond::BowlingGame Class Reference

Core logic manager handling bowling rules, scoring, and lane interactions. More...

#include <bowlingGame.h>

Public Member Functions

 BowlingGame (Camera *camera)
void update (float deltaTime)
 Evaluates pin states and manages game progression.
void pickBowlingBall (Mesh *bowlingBall, float power=2.0f)
 Attaches ball to player and prepares for throw.
void throwBall (float power=2.0f)
 Releases ball with current velocity and direction.
void toggleDoor1 ()
void toggleDoor2 ()
void toggleDoor3 ()
void toggleDoor4 ()
void turnOffAllLights ()
void resetLights ()
void setDiscoMode ()

Public Attributes

RigidBodyplayer = nullptr
Meshdoor1 = nullptr
Meshdoor2 = nullptr
Meshdoor3 = nullptr
Meshdoor4 = nullptr
std::vector< CollisionPin * > pins
RigidSpherebowlingBall = nullptr
TextLabelscoreLabel1
TextLabelscoreLabel2
TextLabelscoreLabel3
TextLabelscoreLabel4
ImageSequenceLabelvideoSplit1
ImageSequenceLabelvideoSpare2
ImageSequenceLabelvideoStrike3
ImageSequenceLabelvideoMiss4
ImageSequenceLabelvideoEnd5
ImageSequenceLabelvideoIdle1
ImageSequenceLabelvideoIdle2
ImageSequenceLabelvideoIdle3
ImageSequenceLabelvideoIdle4
std::vector< BowlingLightDataarenaLights
BowlingLightMode lightMode = BowlingLightMode::NORMAL

Detailed Description

Core logic manager handling bowling rules, scoring, and lane interactions.

Constructor & Destructor Documentation

◆ BowlingGame()

copakond::BowlingGame::BowlingGame ( Camera * camera)
inline

Member Function Documentation

◆ pickBowlingBall()

void copakond::BowlingGame::pickBowlingBall ( Mesh * bowlingBall,
float power = 2.0f )

Attaches ball to player and prepares for throw.

◆ resetLights()

void copakond::BowlingGame::resetLights ( )

◆ setDiscoMode()

void copakond::BowlingGame::setDiscoMode ( )

◆ throwBall()

void copakond::BowlingGame::throwBall ( float power = 2.0f)

Releases ball with current velocity and direction.

◆ toggleDoor1()

void copakond::BowlingGame::toggleDoor1 ( )

◆ toggleDoor2()

void copakond::BowlingGame::toggleDoor2 ( )

◆ toggleDoor3()

void copakond::BowlingGame::toggleDoor3 ( )

◆ toggleDoor4()

void copakond::BowlingGame::toggleDoor4 ( )

◆ turnOffAllLights()

void copakond::BowlingGame::turnOffAllLights ( )

◆ update()

void copakond::BowlingGame::update ( float deltaTime)

Evaluates pin states and manages game progression.

Member Data Documentation

◆ arenaLights

std::vector<BowlingLightData> copakond::BowlingGame::arenaLights

◆ bowlingBall

RigidSphere* copakond::BowlingGame::bowlingBall = nullptr

◆ door1

Mesh* copakond::BowlingGame::door1 = nullptr

◆ door2

Mesh* copakond::BowlingGame::door2 = nullptr

◆ door3

Mesh* copakond::BowlingGame::door3 = nullptr

◆ door4

Mesh* copakond::BowlingGame::door4 = nullptr

◆ lightMode

BowlingLightMode copakond::BowlingGame::lightMode = BowlingLightMode::NORMAL

◆ pins

std::vector<CollisionPin*> copakond::BowlingGame::pins

◆ player

RigidBody* copakond::BowlingGame::player = nullptr

◆ scoreLabel1

TextLabel* copakond::BowlingGame::scoreLabel1

◆ scoreLabel2

TextLabel* copakond::BowlingGame::scoreLabel2

◆ scoreLabel3

TextLabel* copakond::BowlingGame::scoreLabel3

◆ scoreLabel4

TextLabel* copakond::BowlingGame::scoreLabel4

◆ videoEnd5

ImageSequenceLabel* copakond::BowlingGame::videoEnd5

◆ videoIdle1

ImageSequenceLabel* copakond::BowlingGame::videoIdle1

◆ videoIdle2

ImageSequenceLabel* copakond::BowlingGame::videoIdle2

◆ videoIdle3

ImageSequenceLabel* copakond::BowlingGame::videoIdle3

◆ videoIdle4

ImageSequenceLabel* copakond::BowlingGame::videoIdle4

◆ videoMiss4

ImageSequenceLabel* copakond::BowlingGame::videoMiss4

◆ videoSpare2

ImageSequenceLabel* copakond::BowlingGame::videoSpare2

◆ videoSplit1

ImageSequenceLabel* copakond::BowlingGame::videoSplit1

◆ videoStrike3

ImageSequenceLabel* copakond::BowlingGame::videoStrike3

The documentation for this class was generated from the following files: