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source: code/archive/QuestGuide_HS16/src/modules/weapons/projectiles/LightningGunProjectile.cc @ 12373

Last change on this file since 12373 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: 2.4 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 *      Joel Smely
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file LightningGunProjectile.h
31    @brief Implementation of the LightningGunProjectile class.
32*/
33
34#include "LightningGunProjectile.h"
35
36#include "core/CoreIncludes.h"
37#include "core/command/Executor.h"
38#include "util/Convert.h"
39
40namespace orxonox
41{
42    RegisterClass(LightningGunProjectile);
43
44    LightningGunProjectile::LightningGunProjectile(Context* context) : BillboardProjectile(context)
45    {
46        RegisterObject(LightningGunProjectile);
47
48        this->textureIndex_ = 1;
49        this->setMass(0.1f);
50        this->setCollisionType(CollisionType::Dynamic);
51        this->maxTextureIndex_ = 8;
52        this->textureTimer_.setTimer(0.01f, true, createExecutor(createFunctor(&LightningGunProjectile::changeTexture, this)));
53
54        registerVariables();
55    }
56
57    void LightningGunProjectile::registerVariables()
58    {
59        registerVariable(this->materialBase_);
60    }
61
62    /**
63    @brief
64        Set the material.
65    @param material
66        The name of the material. Material names with 1 to 8 appended must exist.
67    */
68    void LightningGunProjectile::setMaterial(const std::string& material)
69    {
70        this->materialBase_ = material;
71
72        BillboardProjectile::setMaterial(material + multi_cast<std::string>(this->textureIndex_));
73    }
74
75    /**
76    @brief
77        Change the texture.
78    */
79    void LightningGunProjectile::changeTexture()
80    {
81        this->textureIndex_++;
82        if (this->textureIndex_ > this->maxTextureIndex_)
83            this->textureIndex_ = 1;
84
85        this->setMaterial(this->materialBase_);
86    }
87}
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