The GameLostRay class is a specialized LightRay, that is created if the player should lose as soon as the player reaches it. More...
#include <gamelostray.h>
Signals | |
| void | gameLost () |
| The gameLost() signal is emitted at that moment the ray detects the player leaving the scene. More... | |
Signals inherited from LightRay | |
| void | colorChanged () |
| void | startPositionChanged () |
| void | endPositionChanged () |
| void | playerChanged () |
| void | sceneChanged () |
Public Member Functions | |
| GameLostRay (QObject *parent=0) | |
| void | update (int timeDifference) override |
| This method is like LightRay::update() with the addition, that the game end is detected a soon as the ray has a player. More... | |
Public Member Functions inherited from LightRay | |
| LightRay (QObject *parent=0) | |
| virtual | ~LightRay () |
| QVector3D | normalizedOrthogonalVector () const |
| Calculates a normalized vector that is orthogonal to direction(). More... | |
| QVector3D | calculateColor () |
| calculateSuccessorColor calculates the successor color based on its normalized direction The color values are approximately in the range between 0.1 and 0.8 More... | |
Protected Attributes | |
| bool | m_alreadyLost |
Protected Attributes inherited from LightRay | |
| AbstractGem * | m_collidingGem |
| LightRayData * | m_data |
| QList< LightRay * > * | m_successors |
| LightRay * | m_selectedSuccessor |
| bool | m_isStatic |
| Player * | m_player |
| Scene * | m_scene |
Additional Inherited Members | |
Public Slots inherited from LightRay | |
| const QVector3D & | startPosition () const |
| void | setStartPosition (const QVector3D &position) |
| const QVector3D & | endPosition () const |
| void | setEndPosition (const QVector3D &position) |
| const QVector3D & | direction () const |
| const QVector3D & | normalizedDirection () const |
| const QVector3D & | color () const |
| void | setColor (const QVector3D &color) |
| Player * | player () const |
| void | setPlayer (Player *attachedPlayer) |
| Scene * | scene () const |
| void | setScene (Scene *owningScene) |
| bool | isStatic () const |
| void | setStatic () |
| LightRay * | selectedSuccessor () |
| Returns the ray the player should move on after reaching end of current ray. In case no successors exists they will be calculated using calculateSuccessors() More... | |
| void | setSelectedSuccessor (LightRay *successor) |
| const QList< LightRay * > & | successors () |
Protected Member Functions inherited from LightRay | |
| bool | isPlayerBeforeCollisionPoint () |
| void | calculateSuccessors () |
| AbstractGem * | collidingGem () const |
| void | setCollidingGem (AbstractGem *gem) |
The GameLostRay class is a specialized LightRay, that is created if the player should lose as soon as the player reaches it.
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explicit |
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signal |
The gameLost() signal is emitted at that moment the ray detects the player leaving the scene.
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overridevirtual |
This method is like LightRay::update() with the addition, that the game end is detected a soon as the ray has a player.
| timeDifference | Time difference to previous update. |
Reimplemented from LightRay.
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protected |
1.8.8