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source: code/branches/SuperOrxoBros_HS18/src/modules/superorxobros/SOBCactus.cc @ 12207

Last change on this file since 12207 was 12177, checked in by siramesh, 6 years ago

Super Orxo Bros Final (Sidharth Ramesh, Nisa Balta, Jeff Ren)

File size: 3.8 KB
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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 "SOBCactus.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38#include "SOBFigure.h"
39#include "util/Output.h"
40#include "objects/collisionshapes/BoxCollisionShape.h"
41
42
43namespace orxonox
44{
45    RegisterClass(SOBCactus);
46
47    SOBCactus::SOBCactus(Context* context) : MovableEntity(context)
48    {
49        RegisterObject(SOBCactus);
50        //a=CollisionType::None;          //initializing Collisiontypes for tick function
51        //b=CollisionType::Dynamic;       //initializing Collisiontypes for tick function
52
53        a = new BoxCollisionShape(context);  //BoxCollisionshape initialized for tube (here in Programm not in SOB.oxw as others)
54        a->setPosition(Vector3(0,0,25));
55        a->setHalfExtents(Vector3(5, 5, 7));
56
57
58        b = new BoxCollisionShape(context);  //BoxCollisionshape initialized for tube (here in Programm not in SOB.oxw as others)
59        b->setPosition(Vector3(0,0,16));
60        b->setHalfExtents(Vector3(5, 5, 15));
61
62
63        setAngularFactor(0.0);
64        this->enableCollisionCallback();
65        gravityAcceleration_ = 350.0;
66        speed_ = 0.0;
67        hasCollided_=false;
68        goesUp_ = true;
69        changeAllowed_ = true;
70        changedOn_ = 0.0;
71        creator_ = nullptr;
72        maxLifetime_ = 10;
73        lifetime_ = 0;
74        k = 0;
75       
76    }
77
78   
79
80    void SOBCactus::XMLPort(Element& xmlelement, XMLPort::Mode mode)
81    {
82        SUPER(SOBCactus, XMLPort, xmlelement, mode);
83        XMLPortParam(SOBCactus, "speed", setSpeed, getSpeed, xmlelement, mode);
84
85
86    }
87
88   
89    bool SOBCactus::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) {
90
91        return true;
92    }
93
94
95    void SOBCactus::setDirection(const bool direction)
96    {
97
98    }
99
100    void SOBCactus::die(){
101        Vector3 velocity = this->getVelocity();
102        velocity.y = speed_;
103        this->setVelocity(velocity);
104    }
105
106    void SOBCactus::tick(float dt)
107    {
108        SUPER(SOBCactus, tick, dt);
109
110        k++;
111
112        Vector3 velocity = getVelocity();
113
114        velocity.y = 0;
115
116
117        if (k > -5 && k < 100 )
118        {
119            velocity.z = -speed_;
120        }
121        else if(k >= 100 && k < 200)
122        {
123            velocity.z = speed_;
124        }
125        else
126        {
127            k=0;
128        }
129
130        if( k > 2 && k < 198){
131            //CollisionType a = CollisionType::None;
132            //this->setCollisionType(a);
133            detachCollisionShape(getAttachedCollisionShape(0));
134            attachCollisionShape(a);
135        }
136        else{
137            //this->setCollisionType(b);
138            detachCollisionShape(getAttachedCollisionShape(0));
139            attachCollisionShape(b);
140        }
141        this->setVelocity(velocity);
142    }
143}
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