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source: code/archive/Presentation_FS16/src/modules/weapons/projectiles/ParticleProjectile.cc @ 11845

Last change on this file since 11845 was 11108, checked in by fvultier, 9 years ago

A few modifications in the weapon system: WeaponModes may play a reload sound now. Fireing Sounds of WeaponModes may overlap now. New weapon: FlameGun, a flame thrower for close combat (e.g. for the FPS player)

  • Property svn:eol-style set to native
File size: 3.0 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file ParticleProjectile.h
31    @brief Implementation of the ParticleProjectile class.
32*/
33
34#include "ParticleProjectile.h"
35
36#include <OgreParticleEmitter.h>
37#include "core/CoreIncludes.h"
38#include "tools/ParticleInterface.h"
39#include "Scene.h"
40
41namespace orxonox
42{
43    RegisterClass(ParticleProjectile);
44
45    ParticleProjectile::ParticleProjectile(Context* context) : Projectile(context)
46    {
47        RegisterObject(ParticleProjectile);
48
49        this->particles_ = nullptr;
50
51        //setEffect("Orxonox/sparks2");
52    }
53
54    ParticleProjectile::~ParticleProjectile()
55    {
56        if (this->isInitialized() && this->particles_)
57        {
58            this->detachOgreObject(this->particles_->getParticleSystem());
59            delete this->particles_;
60        }
61    }
62
63    /**
64    @brief
65        Is called when the visibility of the ParticleProjectile has changed.
66    */
67    void ParticleProjectile::changedVisibility()
68    {
69        SUPER(ParticleProjectile, changedVisibility);
70
71        // Change the visibility of the particles.
72        if (this->particles_)
73            this->particles_->setEnabled(this->isVisible());
74    }
75
76    void ParticleProjectile::setEffect(const std::string& effect)
77    {
78        // If we already have a particle interface, delete it
79        if (this->particles_)
80        {
81            this->detachOgreObject(this->particles_->getParticleSystem());
82            delete this->particles_;
83            this->particles_ = nullptr;
84        }
85
86        if (GameMode::showsGraphics())
87        {
88            // Create the particles.
89            this->particles_ = new ParticleInterface(this->getScene()->getSceneManager(), effect, LODParticle::Normal);
90            this->attachOgreObject(this->particles_->getParticleSystem());
91            this->particles_->setKeepParticlesInLocalSpace(0);
92
93            for (unsigned int i = 0; i < this->particles_->getNumEmitters(); ++i)
94                this->particles_->getEmitter(i)->setDirection(-WorldEntity::FRONT);
95        }
96        else
97        {
98            this->particles_ = nullptr;
99        }
100    }
101}
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