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source: code/branches/OrxyRoad_FS18/src/modules/superorxobros/SOBGumba.cc @ 12068

Last change on this file since 12068 was 11783, checked in by landauf, 7 years ago

merged Presentation_HS17_merge back to trunk

  • Property svn:eol-style set to native
File size: 3.6 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        setAngularFactor(0.0);
51        this->enableCollisionCallback();
52        gravityAcceleration_ = 350.0;
53        speed_ = 0.0;
54        hasCollided_=false;
55        goesRight_ = true;
56        changeAllowed_ = true;
57        changedOn_ = 0.0;
58        creator_ = nullptr;
59        maxLifetime_ = 10;
60        lifetime_ = 0;
61       
62    }
63
64   
65
66    void SOBGumba::XMLPort(Element& xmlelement, XMLPort::Mode mode)
67    {
68        SUPER(SOBGumba, XMLPort, xmlelement, mode);
69        XMLPortParam(SOBGumba, "speed", setSpeed, getSpeed, xmlelement, mode);
70
71
72    }
73
74   
75    bool SOBGumba::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) {
76
77        //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.
78        if (changeAllowed_ && otherObject->getMass() != -1) {
79            goesRight_ = !goesRight_;
80            changeAllowed_ = false;
81        }
82
83        return true;
84    }
85
86
87    void SOBGumba::setDirection(const bool direction)
88    {
89        if(direction)
90        {
91            goesRight_=true;
92        }
93        else
94        {
95            goesRight_=false;
96        }
97    }
98
99    void SOBGumba::die(){
100        Vector3 velocity = this->getVelocity();
101        velocity.y = speed_;
102        this->setVelocity(velocity);
103    }
104
105    void SOBGumba::tick(float dt)
106    {
107        SUPER(SOBGumba, tick, dt);
108
109        if (!changeAllowed_) {
110            changedOn_+= dt;
111            // After a collision, we don't listen for collisions for 200ms - that's because one wall can cause several collisions!
112            if (changedOn_> 0.400) {
113                changeAllowed_ = true;
114                changedOn_ = 0.0;
115
116            }
117        }
118   
119
120        int dir = 1;
121        if (!goesRight_)
122            dir = -1;
123
124        Vector3 velocity = getVelocity();
125        if(velocity.z > -1 && velocity.z < 1)
126        {
127            velocity.x = dir*speed_;
128        }     
129
130        velocity.z -= gravityAcceleration_*dt;
131        setVelocity(velocity);
132
133        if (creator_ != nullptr)
134        {
135            lifetime_ += dt;
136            if(lifetime_>maxLifetime_)
137            {
138               
139            }
140        }
141
142        if(abs(this->getPosition().z) > 1000) this->destroyLater();
143
144    }
145}
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