5 #ifndef __RD_GAME_STATE_HPP__
6 #define __RD_GAME_STATE_HPP__
9 #include "ManagerHub.hpp"
10 #include "InputEventListener.hpp"
11 #include "ImageEventListener.hpp"
12 #include "NetworkManager.hpp"
13 #include "ImageManager.hpp"
14 #include "InputManager.hpp"
15 #include "MentalMap.hpp"
16 #include "IRobotManager.hpp"
17 #include "AudioManager.hpp"
18 #include "ScreenManager.hpp"
20 #include "WindowEvent.hpp"
21 #include "ProcessorImageEventListener.hpp"
22 #include "GameScreen.hpp"
42 asrob::IRobotManager * robotManager,
AudioManager * audioManager,
50 static const int KILLED;
51 static const int EXIT_REQUESTED;
62 static const Key KEY_EXIT;
63 static const Key KEY_SHOOT;
64 static const Key KEY_RELOAD;
65 static const Key KEY_MOVE_FWD;
66 static const Key KEY_MOVE_BACK;
67 static const Key KEY_TURN_LEFT;
68 static const Key KEY_TURN_RIGHT;
69 static const Key KEY_PAN_LEFT;
70 static const Key KEY_PAN_RIGHT;
71 static const Key KEY_TILT_UP;
72 static const Key KEY_TILT_DOWN;
78 Image last_camera_frame;
85 #endif // __RD_GAME_STATE_HPP__
virtual bool setup()
Function executed just before the loop function, when the state is enabled.
Definition: GameState.cpp:42
Mental map is a repository for information about the players, targets and weapons.
Definition: MentalMap.hpp:38
Music and sound effects manager.
Definition: AudioManager.hpp:28
Game State.
Definition: GameState.hpp:36
Interface for objects that can be notified of events related to images.
Definition: ImageEventListener.hpp:21
The main, catch-all namespace for Robot Devastation.
Definition: groups.dox:4
virtual bool onKeyUp(const Key &k)
This function will be called whenever a key is released on the keyboard.
Definition: GameState.cpp:237
virtual bool onKeyDown(const Key &k)
This function will be called whenever a key is pressed on the keyboard.
Definition: GameState.cpp:161
virtual bool onWindowEvent(const WindowEvent &event)
This function will be called whenever a window event is raised.
Definition: GameState.cpp:293
ProcessorImageEventListener used for processing.
Definition: ProcessorImageEventListener.hpp:28
virtual bool loop()
Function executed periodically when the state is active.
Definition: GameState.cpp:109
Class that represents a keyboard key.
Definition: Key.hpp:23
Base class for each of the states of a FiniteStateMachine.
Definition: State.hpp:18
A User Interface.
Definition: GameScreen.hpp:28
virtual bool cleanup()
Function excuted when this state is going to be stopped (due to an error or a transition)
Definition: GameState.cpp:129
A classs to interface all the robotDevastation managers. As some classes, such as the game states,...
Definition: ManagerHub.hpp:28
virtual int evaluateConditions()
This function is called after each call to loop() in order to know the transition to make.
Definition: GameState.cpp:150
Manage game screens.
Definition: ScreenManager.hpp:35
Class that represents a window event.
Definition: WindowEvent.hpp:19
virtual bool onImageArrived(ImageManager *manager)
This function will be called whenever a image arrives to the ImageManager.
Definition: GameState.cpp:304
Manages the communications between the user and the RobotDevastation network.
Definition: NetworkManager.hpp:37
Generic image input manager.
Definition: ImageManager.hpp:39