// --- void DragonWindGame::initialize () { QGAMES::ArcadeGame::initialize (); // Sets the icon of the game... mainScreen () -> setIcon (formBuilder () -> form (__DRAGONWINDICON__)); // Add to the world its different world... // Initially none of them is active! addWorld (__DRAGONSELECTIONWORLD); addWorld (__DRAGONTRAININGWORLD); // Add to the game its different states... addState (new DragonWindPauseState (this), std::string (__DRAGONSTATEPAUSENAME)); addState (new DragonWindInitialState (this), std::string (__DRAGONSTATEINITIALNAME)); addState (new DragonWindIntroductionState (this), std::string (__DRAGONSTATEINTRODUCTIONNAME)); addState (new DragonWindSelectionState (this), std::string (__DRAGONSTATESELECTONNAME)); addState (new DragonWindInstructionsState (this), std::string (__DRAGONSTATEINSTRUCTIONSNAME)); addState (new DragonWindTrainingState (this), std::string (__DRAGONSTATETRAININGNAME)); addState (new DragonWindCountingDownState (this), std::string (__DRAGONSTATECOUNTDOWNNAME)); addState (new DragonWindPlayingState (this), std::string (__DRAGONSTATEPLAYINGNAME)); addState (new DragonWindEndState (this), std::string (__DRAGONSTATEENDNAME)); addState (new DragonWindWinState (this), std::string (__DRAGONSTATEWINNAME)); // Add to the game its different artists // Their visibility will depend on the world and scene the main players are in addArtist (_DRAGONNINJAARTIST); // The main character of the game... addArtist (_DRAGONNINJAARTISTB); // The other main character of the game...this last one is only used during presentations! // The initial state... setState (std::string (__DRAGONSTATEINTRODUCTIONNAME)); }
bool Body::createBody() { if( body ) return true; btCollisionShape* bulletShape = getBulletShape(); if( !bulletShape ) return false; motionState = new BodyMotionState( entity->getTransform() ); btVector3 localInertia; localInertia.setZero(); if( isDynamic() ) bulletShape->calculateLocalInertia(mass, localInertia); btRigidBody::btRigidBodyConstructionInfo info( mass, motionState, bulletShape, localInertia); body = AllocateThis(btRigidBody, info); updateProperties(); addWorld(); return true; }