1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file ParticleProjectile.h |
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31 | @brief Implementation of the ParticleProjectile class. |
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32 | */ |
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33 | |
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34 | #include "BallProjectile.h" |
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35 | |
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36 | #include <OgreParticleEmitter.h> |
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37 | #include "core/CoreIncludes.h" |
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38 | #include "tools/ParticleInterface.h" |
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39 | #include "Scene.h" |
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40 | #include "core/command/Executor.h" |
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41 | #include "util/Convert.h" |
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42 | |
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43 | namespace orxonox |
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44 | { |
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45 | RegisterClass(BallProjectile); |
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46 | |
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47 | BallProjectile::BallProjectile(Context* context) : BillboardProjectile(context) |
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48 | { |
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49 | RegisterObject(BallProjectile); |
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50 | this->textureIndex_ = 1; |
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51 | this->setMass(0.1f); |
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52 | this->maxTextureIndex_ = 8; |
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53 | this->setDestroyAfterCollision(false); //I want the ball to bounce, not to be destroyed |
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54 | |
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55 | //setEffect("Orxonox/sparks2"); |
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56 | } |
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57 | |
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58 | void BallProjectile::registerVariables() |
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59 | { |
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60 | registerVariable(this->materialBase_); |
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61 | } |
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62 | |
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63 | /** |
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64 | @brief |
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65 | Set the material. |
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66 | @param material |
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67 | The name of the material. Material names with 1 to 8 appended must exist. |
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68 | */ |
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69 | void BallProjectile::setMaterial(const std::string& material) |
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70 | { |
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71 | this->materialBase_ = material; |
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72 | |
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73 | BillboardProjectile::setMaterial(material + multi_cast<std::string>(this->textureIndex_)); |
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74 | } |
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75 | |
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76 | /** |
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77 | @brief |
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78 | Change the texture. |
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79 | */ |
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80 | void BallProjectile::changeTexture() |
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81 | { |
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82 | this->textureIndex_++; |
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83 | if (this->textureIndex_ > this->maxTextureIndex_) |
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84 | this->textureIndex_ = 1; |
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85 | |
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86 | this->setMaterial(this->materialBase_); |
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87 | } |
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88 | |
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89 | void BallProjectile::Bounce(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) { |
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90 | |
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91 | Vector3 velocity = this->getVelocity(); |
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92 | Vector3 positionOtherObject = otherObject->getPosition(); |
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93 | Vector3 contactPosition = this->getPosition(); |
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94 | |
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95 | //if (positionOtherObject.y < 0) { |
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96 | //this.destroy() |
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97 | //} |
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98 | //else { |
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99 | |
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100 | int distance_X = positionOtherObject.x - contactPosition.x; |
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101 | int distance_Y = positionOtherObject.y - contactPosition.y; |
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102 | |
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103 | if (distance_X < 0) |
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104 | distance_Y = -distance_Y; |
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105 | |
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106 | |
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107 | if (distance_Y < 0) |
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108 | distance_X = -distance_X; |
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109 | |
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110 | if (distance_X < distance_Y) |
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111 | velocity.x = -velocity.x; |
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112 | if (distance_Y < distance_X) |
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113 | velocity.y = -velocity.y; |
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114 | else { |
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115 | velocity.x = -velocity.x; |
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116 | velocity.y = -velocity.y; |
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117 | } |
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118 | //} |
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119 | } |
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120 | |
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121 | /** |
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122 | @brief |
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123 | The function called when a projectile hits another thing. |
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124 | Calls the hit-function, starts the shield recharge countdown, displays visual hit effects defined in Pawn. |
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125 | Needs to be called in the collidesAgainst() function by every Class directly inheriting from BasicProjectile. |
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126 | @param otherObject |
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127 | A pointer to the object the Projectile has collided against. |
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128 | @param contactPoint |
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129 | A btManifoldPoint indicating the point of contact/impact. |
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130 | @param cs |
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131 | The btCollisionShape of the other object |
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132 | @return |
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133 | Returns true if the collision resulted in a successful hit. |
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134 | @see Pawn.h |
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135 | */ |
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136 | |
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137 | bool BallProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) |
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138 | { |
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139 | |
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140 | orxout() << "wanna bounce..." << endl; |
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141 | bool result = BasicProjectile::processCollision(otherObject, contactPoint, cs); |
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142 | Bounce(otherObject, contactPoint, cs); |
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143 | orxout() << "BOUNCED!" << endl; |
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144 | |
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145 | return result; |
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146 | } |
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147 | } |
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