/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * TUTORIAL */ // for precompiled header files. Has to be first! #include "OrxonoxStableHeaders.h" // always include this class's header file first so that // it compiles on its own too. #include "TutorialShip.h" // Additional includes #include #include #include #include #include "util/Convert.h" #include "util/Debug.h" #include "core/ConfigValueIncludes.h" #include "core/ConsoleCommand.h" #include "core/CoreIncludes.h" #include "core/input/InputManager.h" #include "core/XMLPort.h" #include "GraphicsEngine.h" namespace orxonox { SetConsoleCommand(TutorialShip, fire, true).keybindMode(KeybindMode::OnHold); // Specify a console command that can be used in // the shell or as key binding. /* INSERT CODE */ // Make sure we can create an object of this class by XML CreateFactory(TutorialShip); // Constructor TutorialShip::TutorialShip() { RegisterObject(TutorialShip); /* INSERT CODE */ // reset variables this->hasSpecialEffects_ = false; // set config values this->setConfigValues(); } // Destructor TutorialShip::~TutorialShip() { } // Sets the configurable member variables. // They can be found later in orxonox.ini directly. void TutorialShip::setConfigValues() { SetConfigValue(reloadTime_, 0.125).description("Nachladezeit der Waffe"); } // Called when loading an object of this class with XML // You don't have to know what exactly xmlelement is. // And mode is not important yet (load/save). void TutorialShip::XMLPort(Element& xmlelement, XMLPort::Mode mode) { // Load our parameter "specialEffects". Case sensitive! XMLPortParam(TutorialShip, "SpecialEffects", setSpecialEffects, hasSpecialEffects, xmlelement, mode); // Calls SpaceShip::XMLPort so that the SpaceShip XML parameters // are loaded too. SUPER(TutorialShip, XMLPort, xmlelement, mode); // Display a message in shell/logfile/console COUT(3) << "My name is Bond. James Bond." << std::endl; // Additional tutorial expedition //Ogre::SceneNode* shipNode = this->getNode(); //Ogre::SceneManager* mgr = GraphicsEngine::getInstance().getLevelSceneManager(); //Ogre::SceneNode* newNode = shipNode->createChildSceneNode("newNode"); //Ogre::BillboardSet* bbset = mgr->createBillboardSet("TutBBS"); //bbset->createBillboard(Vector3(0,0,0), ColourValue(1,1,1)); //bbset->setMaterialName("Examples/Flare"); //newNode->setPosition(Vector3(30,0,0)); //newNode->scale(Vector3(0.1)); //newNode->attachObject(bbset); } // XML save function. Also used by back end class SpaceShip // to show or hide the special effects. bool TutorialShip::hasSpecialEffects() { return this->hasSpecialEffects_; } // XML load function. Called by the XML macro above. void TutorialShip::setSpecialEffects(bool value) { this->hasSpecialEffects_ = value; } /*** NOT SO IMPORTATANT... ***/ // run time update method. Gets called every frame with the delta time that // has passed since the last frame. void TutorialShip::tick(float dt) { // Also call the tick() method of the base clas. SUPER(TutorialShip, tick, dt); } // virtual function used by back end class SpaceShip. float TutorialShip::getReloadTime() { return this->reloadTime_; } // Fire a projectile. Delegated to the back end class SpaceShip. // Function content is insignificant for the tutorial. void TutorialShip::fire() { SpaceShip::getLocalShip()->doFire(); } }