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source: code/branches/SOBv2_HS17/src/modules/superorxobros/SOBGumba.cc @ 11634

Last change on this file since 11634 was 11629, checked in by zarron, 7 years ago

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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        creator_ = nullptr;
63       
64    }
65
66   
67
68    void SOBGumba::XMLPort(Element& xmlelement, XMLPort::Mode mode)
69    {
70        SUPER(SOBGumba, XMLPort, xmlelement, mode);
71        XMLPortParam(SOBGumba, "speed", setSpeed, getSpeed, xmlelement, mode);
72
73
74    }
75
76   
77    bool SOBGumba::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) {
78
79        //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.
80        if (changeAllowed_ && otherObject->getMass() != -1) {
81            goesRight_ = !goesRight_;
82            changeAllowed_ = false;
83        }
84
85        return true;
86    }
87
88
89    void SOBGumba::setFigure(SOBFigure* newFigure)
90    {
91        figure_ = newFigure;
92    }
93
94    void SOBGumba::setDirection(const bool direction)
95    {
96        if(direction)
97        {
98            goesRight_=true;
99        }
100        else
101        {
102            goesRight_=false;
103        }
104    }
105
106    void SOBGumba::tick(float dt)
107    {
108        SUPER(SOBGumba, tick, dt);
109
110        if (!changeAllowed_) {
111            changedOn_+= dt;
112            // After a collision, we don't listen for collisions for 200ms - that's because one wall can cause several collisions!
113            if (changedOn_> 0.200) {
114                changeAllowed_ = true;
115                changedOn_ = 0.0;
116
117            }
118        }
119   
120
121        int dir = 1;
122        if (!goesRight_)
123            dir = -1;
124
125        Vector3 velocity = getVelocity();
126        velocity.z -= gravityAcceleration_*dt;
127        velocity.x = dir*speed_;
128        setVelocity(velocity);
129
130        lastPos_ = getPosition();
131
132    }
133}
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