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source: code/branches/HUD_HS16/src/modules/superorxobros/SOBGumba.cc @ 11497

Last change on this file since 11497 was 11416, checked in by jkindle, 8 years ago

Added the animation for the level end (walk into castle), Coins for the blocks, Castleblocks and Flagblocks

File size: 3.2 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 *      Julien Kindle
24 *   Co-authors:
25 *     
26 *
27 */
28
29/**
30    @file SOBGumba.cc
31    @brief All items in this minigame inherit from this class. Items can move around like platforms and enemies.
32*/
33
34#include "SOBGumba.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38#include "SOBFigure.h"
39#include "util/Output.h"
40
41
42namespace orxonox
43{
44    RegisterClass(SOBGumba);
45
46    SOBGumba::SOBGumba(Context* context) : MovableEntity(context)
47    {
48        RegisterObject(SOBGumba);
49
50        attachedToFigure_ = false;
51        setAngularFactor(0.0);
52        figure_ = nullptr;
53        this->enableCollisionCallback();
54        gravityAcceleration_ = 350.0;
55        speed_ = 0.0;
56        hasCollided_=false;
57        goesRight_ = true;
58        lastPos_ = getPosition();
59        lastPos_.x -= 20;
60        changeAllowed_ = true;
61        changedOn_ = 0.0;
62       
63    }
64
65   
66
67    void SOBGumba::XMLPort(Element& xmlelement, XMLPort::Mode mode)
68    {
69        SUPER(SOBGumba, XMLPort, xmlelement, mode);
70        XMLPortParam(SOBGumba, "speed", setSpeed, getSpeed, xmlelement, mode);
71
72
73    }
74
75   
76    bool SOBGumba::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) {
77
78        //Every object with mass -1 does not change the direction of the Gumba. For example the ground floor! The other objects switch the direction of the gumba.
79        if (changeAllowed_ && otherObject->getMass() != -1) {
80            goesRight_ = !goesRight_;
81            changeAllowed_ = false;
82        }
83
84        return true;
85    }
86
87
88    void SOBGumba::setFigure(SOBFigure* newFigure)
89    {
90        figure_ = newFigure;
91    }
92
93
94
95    void SOBGumba::tick(float dt)
96    {
97        SUPER(SOBGumba, tick, dt);
98
99        if (!changeAllowed_) {
100            changedOn_+= dt;
101            // After a collision, we don't listen for collisions for 200ms - that's because one wall can cause several collisions!
102            if (changedOn_> 0.200) {
103                changeAllowed_ = true;
104                changedOn_ = 0.0;
105
106            }
107        }
108       
109
110        int dir = 1;
111        if (!goesRight_)
112            dir = -1;
113
114        Vector3 velocity = getVelocity();
115        velocity.z -= gravityAcceleration_*dt;
116        velocity.x = dir*speed_;
117        setVelocity(velocity);
118
119        lastPos_ = getPosition();
120    }
121
122
123}
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