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 | * Theo von Arx |
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24 | * Noah Zarro |
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25 | * Co-authors: |
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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 | /** |
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31 | @file SOBFireball.cc |
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32 | @brief Fireballs are the Projectile of the Fireflower Powerup |
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33 | */ |
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34 | |
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35 | #include "SOBFireball.h" |
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36 | |
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37 | #include "core/CoreIncludes.h" |
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38 | #include "core/XMLPort.h" |
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39 | #include "SOBFigure.h" |
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40 | #include "SOBGumba.h" |
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41 | #include "SOB.h" |
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42 | #include "util/Output.h" |
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43 | #include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h> |
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44 | |
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45 | |
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46 | |
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47 | namespace orxonox |
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48 | { |
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49 | RegisterClass(SOBFireball); |
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50 | |
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51 | SOBFireball::SOBFireball(Context* context) : MovableEntity(context) |
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52 | { |
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53 | RegisterObject(SOBFireball); |
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54 | |
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55 | attachedToFigure_ = false; |
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56 | setAngularFactor(0.0); |
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57 | figure_ = nullptr; |
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58 | this->enableCollisionCallback(); |
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59 | gravityAcceleration_ = 3.0; |
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60 | speed_ = 0; |
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61 | hasCollided_=false; |
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62 | lastPos_ = getPosition(); |
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63 | lastPos_.x -= 20; |
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64 | changeAllowed_ = true; |
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65 | changedOn_ = 0.0; |
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66 | goesRight_ = true; |
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67 | collDisX_ = 0; |
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68 | collDisZ_ = 0; |
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69 | |
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70 | orxout() << "fireball existed" << endl; |
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71 | |
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72 | |
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73 | } |
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74 | |
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75 | |
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76 | |
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77 | void SOBFireball::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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78 | { |
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79 | SUPER(SOBFireball, XMLPort, xmlelement, mode); |
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80 | XMLPortParam(SOBFireball, "speed", setSpeed, getSpeed, xmlelement, mode); |
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81 | |
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82 | |
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83 | } |
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84 | |
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85 | |
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86 | bool SOBFireball::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { |
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87 | collDisX_ = getPosition().x - contactPoint.getPositionWorldOnB().getX(); |
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88 | collDisZ_ = getPosition().z - contactPoint.getPositionWorldOnB().getZ(); |
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89 | |
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90 | SOBGumba* gumba = orxonox_cast<SOBGumba*>(otherObject); |
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91 | |
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92 | if(gumba!=nullptr && !(gumba->hasCollided_)) //if other object is a Gumba, kill the Gumba and add score and destroy the fireball |
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93 | { |
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94 | gumba->destroyLater(); |
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95 | gumba->hasCollided_ = true; |
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96 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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97 | SOBGame->addGumba(); |
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98 | this->destroyLater(); |
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99 | this->hasCollided_ = true; |
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100 | } |
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101 | //collision with either top or bottom of a block |
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102 | else if(changeAllowed_ && (abs(collDisX_)<=abs(collDisZ_))) |
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103 | { |
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104 | changeAllowed_ = false; |
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105 | Vector3 velocity = getVelocity(); |
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106 | velocity.z = -velocity.z; |
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107 | setVelocity(velocity); |
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108 | } |
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109 | |
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110 | //collision with the vertical side of a block |
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111 | else if(changeAllowed_ && (abs(collDisX_)>abs(collDisZ_))) |
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112 | { |
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113 | changeAllowed_ = false; |
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114 | goesRight_=!goesRight_; |
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115 | } |
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116 | |
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117 | |
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118 | return true; |
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119 | } |
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120 | |
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121 | |
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122 | void SOBFireball::setFigure(SOBFigure* newFigure) |
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123 | { |
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124 | figure_ = newFigure; |
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125 | } |
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126 | |
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127 | |
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128 | |
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129 | void SOBFireball::tick(float dt) |
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130 | { |
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131 | SUPER(SOBFireball, tick, dt); |
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132 | |
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133 | if (!changeAllowed_) { |
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134 | changedOn_+= dt; |
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135 | // After a collision, we don't listen for collisions for 200ms - that's because one wall can cause several collisions! |
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136 | if (changedOn_> 0.200) { |
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137 | changeAllowed_ = true; |
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138 | changedOn_ = 0.0; |
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139 | |
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140 | } |
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141 | } |
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142 | |
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143 | |
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144 | int dir = 1; |
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145 | if (!goesRight_) |
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146 | dir = -1; |
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147 | |
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148 | Vector3 velocity = getVelocity(); |
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149 | velocity.z -= gravityAcceleration_*dt; |
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150 | velocity.x = dir*speed_; |
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151 | setVelocity(velocity); |
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152 | |
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153 | lastPos_ = getPosition(); |
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154 | } |
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155 | |
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156 | |
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157 | } |
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