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class | AbstractCommand |
| The AbstractCommand class defines the interface that every command has to implement. More...
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class | AbstractGraphicsObject |
| The AbstractGraphicsObject class is the root of a class hierarchy of objects that contain independen game logic and are visible in the game. More...
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class | AbstractPhysicsObject |
| The AbstractPhysicsObject class represents a graphical scene element with a physics-based aspect, meaning that it can move and collide with other AbstractPhysicsObjects. More...
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class | AbstractPlayer |
| The AbstractPlayer class is the base class for interacting with a train and a camera. More...
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class | AbstractWagon |
| The AbstractWagon class provides a common interface for all wagon types and contains common functionality like position calculation &c. More...
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class | ActionScheduler |
| The ActionScheduler class maintains a list of actions, that should be executed later in a specific context. More...
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class | AIPlayer |
| The AIPlayer class implements a simple artificial intelligence enemy player. More...
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class | BulletWorld |
| A Wrapper class for a btDiscreteDynamicsWorld. More...
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class | Camera |
| The Camera class manages view and projection matrices that define a view of a 3D scene. More...
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class | CatmullRomSpline |
| The CatmullRomSpline class implements a spline, that is determined by control points that lie on the spline. More...
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class | ClientReadyCommand |
| The ClientReadyCommand signals to the server that the client has successfully created the World and is ready to start the game. It will subsequently unpause the local and remote game. More...
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class | DynamicPhysicsObject |
| A dynamic physics object is a physics object that is mostly passive. It will be affected by forces and its movement will be simulated by Bullet. More...
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class | EngineWagon |
| The EngineWagon class provides a wagon type, which primary action increases the trains velocity. More...
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class | EventHandler |
| The EventHandler class receives events (touch, key, mouse, gyroscope, etc.) and triggers actions, taking object states and context into account. More...
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class | Explosion |
| The Explosion class renders an explosion effect. More...
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class | Game |
| The Game class is the main entry point. It subclasses QQuickItem and handles all communication between QML and C++. More...
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class | GameEndedCommand |
| The GameEndedCommand signals that the remote game detected a winning or losing condition. It will display a victory or defeat screen accordingly. More...
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class | Geometry |
| The Geometry class wraps the vertices data of one drawable object. More...
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class | IndexTriple |
| The IndexTriple class is used as a temporary geometry data storage, while parsing .obj files in the resourcemanager class. More...
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class | IPProvider |
| A small helper class to determine the local IP address. More...
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class | KinematicPhysicsObject |
| A kinematic physics object is a "scripted" physics object, meaning that it will set its own movement. It will be used in collision detection, but bullet will not simulate its movement. More...
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class | Level |
| The Level class is a generator for level data such as terrain geometry and track courses. More...
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class | LevelConfiguration |
| The LevelConfiguration class contains all information necessary to configure a Level instance as well as some convenience methods to convert between model and texture space coordinates. More...
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class | Light |
| The Light class represents a light source with a packed, shader compatible memory layout. More...
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class | LightManager |
| The LightManager class manages slots that can be filled with Light instances and is able to set those lights as a uniform array on a shader program. More...
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class | LocalPlayer |
| The LocalPlayer class represents a local player that interacts with the World and their Train. It does not contain any logic; the sole purpose of this class is to distinguish different player types. More...
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class | Material |
| The Material class wraps loading uniform data used as material coefficients. More...
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class | MathUtil |
| The MathUtil class provides helper functions for calculations such as interpolation and trigonometric functions. More...
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class | NetworkClient |
| The NetworkServer implements the NetworkEndpoint interface as the client role of a TCP connection. More...
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class | NetworkEndpoint |
| The NetworkEndpoint class provides a common interface that NetworkServer and NetworkClient implement. More...
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class | NetworkManager |
| The NetworkManager implements the basic functionality for the multiplayer mode of this game. More...
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class | NetworkServer |
| The NetworkServer implements the NetworkEndpoint interface as the server role of a TCP connection. More...
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class | PauseCommand |
| The PauseCommand pauses or unpauses the local game due to the remote game being paused. More...
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class | PerlinNoise |
| The PerlinNoise class implements a two dimensional noise function using multiple selectable gradient vector grids (layers). More...
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class | Polyline |
| The Polyline class implements a sequence of line segments and is used to approximate a real spline. More...
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class | PrepareNewGameCommand |
| The PrepareNewGameCommand is sent to the client when a multiplayer session begins to synchronize the game timer, terrain seed and client player position (left or right track) More...
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class | Program |
| The program class implements the basic functionality used for binding programs to openGL. More...
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class | Projectile |
| The Projectile class simulates and renders a projectile. It also handles collisions with Wagons, deals damage and spawns Explosions. More...
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class | ProjectileFiredCommand |
| The ProjectileFiredCommand indicates that a projectile has been fired and contains the position as well as the movement vector. More...
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class | ProjectileHitCommand |
| The ProjectileHitCommand indicates that a projectile hit a wagon. It contains the wagonIndex as well as the damage dealt. More...
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class | RemotePlayer |
| The RemotePlayer class represents a player whose actions get transmitted over network. It does not contain any logic; the sole purpose of this class is to distinguish different player types. More...
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class | RepairWagon |
| The RepairWagon class provides a wagon type, which primary action increases the health of all still functional weagons by a fix percentage. More...
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class | ResourceManager |
| The ResourceManager class loads geometry, materials and shader progams during initialization and provides access to those resources. More...
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class | SkyBox |
| The SkyBox class renders an environment map in the form of a cube map on a screen aligned quad in the background. More...
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class | SoundManager |
| The SoundManager class provides basic music and sound playing functionality. All needed sound effects are stored in the member variable m_sounds. Implemented as a singelton, accessibility for all classes is ensured. More...
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class | SyncCommand |
| The SyncCommand is used to keep shared game state synchronized. More...
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class | Terrain |
| The Terrain class renders the terrain using patches and a displacement texture. Patches that are too far from the current camera position are culled. More...
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class | Timer |
| The Timer class implements a set of pauseable duration counters (subsequently called timers) and mechanisms to adjust them individually or globally. More...
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class | Track |
| The Track class represents a track that a Train moves on. It is currently not rendered. The course is represented by a Polyline instance. More...
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class | Train |
| The Train class works as a logical container for all wagons one train consists of. More...
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struct | Vertex |
| The struct wraps the important vertex data attributes position, texture coordinate and normal vector. More...
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class | WeaponWagon |
| The WeaponWagon class provides a wagon type, which primary action shoots projectiles in the faced direction. More...
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class | World |
| The World class represents a running game instance and contains all graphical (3D) elements of the scene. More...
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