43 void update(
float dt, cgg::MayaCamera &g_camera);
55 void render(gl::Primitives*);
151 return rand() % (maximum - minimum + 1) + minimum;
Game(bool, TrackingPoint)
PlayerName
an eNum to identify the current players turn
std::vector< Ball * > scoreDisplay
float handOffset
the offset between the ball in hand and the floor, initially the jack
Class that represents a Ball.
float lockedX
the z position to be used with input maths
void render(gl::Primitives *)
void resetPositions(cgg::MayaCamera &g_camera)
std::vector< Bowl * > redBowls
the x position to be used with input maths
std::vector< Bowl * > blueBowls
const cgg::Vec3 redColour
colours
const float autoThrowTime
const float delayBeforeNextTurn
void update(float dt, cgg::MayaCamera &g_camera)
TrackingPoint
Kinect Tracking Points.
const float pullBackStage
void ballWallCollisionTests(Ball *, float)
const cgg::Vec3 yellowColour
const float aimStage
constants
the Game object where all of the functions of the game is stored.
const cgg::Vec3 greenColour
const cgg::Vec3 whiteColour
int randomNumber(int minimum, int maximum)
KinectInput * kinectSensor
kinect data
Class that represents a Box.
Class that represents a Jack.
float lockedZ
the current cue stage
const cgg::Vec3 blueColour
char getClosestBallType()