[11412] | 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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[11416] | 23 | * Julien Kindle |
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[11412] | 24 | * Co-authors: |
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[11416] | 25 | * |
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[11412] | 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file SOBGumba.cc |
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| 31 | @brief All items in this minigame inherit from this class. Items can move around like platforms and enemies. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "SOBGumba.h" |
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| 35 | |
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| 36 | #include "core/CoreIncludes.h" |
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| 37 | #include "core/XMLPort.h" |
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| 38 | #include "SOBFigure.h" |
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| 39 | #include "util/Output.h" |
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| 40 | |
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| 41 | |
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| 42 | namespace orxonox |
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| 43 | { |
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| 44 | RegisterClass(SOBGumba); |
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| 45 | |
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| 46 | SOBGumba::SOBGumba(Context* context) : MovableEntity(context) |
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| 47 | { |
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| 48 | RegisterObject(SOBGumba); |
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| 49 | |
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| 50 | attachedToFigure_ = false; |
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| 51 | setAngularFactor(0.0); |
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| 52 | figure_ = nullptr; |
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| 53 | this->enableCollisionCallback(); |
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| 54 | gravityAcceleration_ = 350.0; |
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| 55 | speed_ = 0.0; |
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| 56 | hasCollided_=false; |
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| 57 | goesRight_ = true; |
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| 58 | lastPos_ = getPosition(); |
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| 59 | lastPos_.x -= 20; |
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| 60 | changeAllowed_ = true; |
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| 61 | changedOn_ = 0.0; |
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| 62 | |
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| 63 | } |
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| 64 | |
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| 65 | |
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| 66 | |
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| 67 | void SOBGumba::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 68 | { |
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| 69 | SUPER(SOBGumba, XMLPort, xmlelement, mode); |
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| 70 | XMLPortParam(SOBGumba, "speed", setSpeed, getSpeed, xmlelement, mode); |
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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 | bool SOBGumba::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { |
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| 77 | |
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[11416] | 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. |
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[11412] | 79 | if (changeAllowed_ && otherObject->getMass() != -1) { |
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| 80 | goesRight_ = !goesRight_; |
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| 81 | changeAllowed_ = false; |
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| 82 | } |
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| 83 | |
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| 84 | return true; |
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| 85 | } |
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| 86 | |
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| 87 | |
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| 88 | void SOBGumba::setFigure(SOBFigure* newFigure) |
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| 89 | { |
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| 90 | figure_ = newFigure; |
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| 91 | } |
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| 92 | |
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| 93 | |
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| 94 | |
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| 95 | void SOBGumba::tick(float dt) |
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| 96 | { |
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| 97 | SUPER(SOBGumba, tick, dt); |
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| 98 | |
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| 99 | if (!changeAllowed_) { |
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| 100 | changedOn_+= dt; |
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[11416] | 101 | // After a collision, we don't listen for collisions for 200ms - that's because one wall can cause several collisions! |
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| 102 | if (changedOn_> 0.200) { |
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[11412] | 103 | changeAllowed_ = true; |
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| 104 | changedOn_ = 0.0; |
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| 105 | |
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| 106 | } |
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| 107 | } |
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| 108 | |
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| 109 | |
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| 110 | int dir = 1; |
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| 111 | if (!goesRight_) |
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| 112 | dir = -1; |
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| 113 | |
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| 114 | Vector3 velocity = getVelocity(); |
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| 115 | velocity.z -= gravityAcceleration_*dt; |
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| 116 | velocity.x = dir*speed_; |
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| 117 | setVelocity(velocity); |
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| 118 | |
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| 119 | lastPos_ = getPosition(); |
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| 120 | } |
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| 121 | |
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| 122 | |
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| 123 | } |
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