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 | * Fabien Vultier |
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24 | * Co-authors: |
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25 | * ... |
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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 | @file JumpProjectile.cc |
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31 | @brief projectiles are created by the gametype if the figure shoots. All projectiles check every tick, whether they hit an enemy. |
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32 | */ |
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33 | |
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34 | #include "JumpProjectile.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 "JumpFigure.h" |
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39 | #include "JumpEnemy.h" |
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40 | |
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41 | namespace orxonox |
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42 | { |
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43 | RegisterClass(JumpProjectile); |
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44 | |
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45 | JumpProjectile::JumpProjectile(Context* context) : MovableEntity(context) |
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46 | { |
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47 | RegisterObject(JumpProjectile); |
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48 | |
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49 | figure_ = nullptr; |
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50 | setPosition(Vector3(0,0,0)); |
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51 | setVelocity(Vector3(0,0,250.0)); |
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52 | setAcceleration(Vector3(0,0,0)); |
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53 | } |
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54 | |
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55 | JumpProjectile::~JumpProjectile() |
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56 | { |
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57 | |
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58 | } |
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59 | |
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60 | void JumpProjectile::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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61 | { |
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62 | SUPER(JumpProjectile, XMLPort, xmlelement, mode); |
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63 | } |
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64 | |
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65 | void JumpProjectile::tick(float dt) |
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66 | { |
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67 | SUPER(JumpProjectile, tick, dt); |
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68 | |
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69 | Vector3 projectilePosition = getPosition(); |
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70 | |
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71 | for (ObjectList<JumpEnemy>::iterator it = ObjectList<JumpEnemy>::begin(); it != ObjectList<JumpEnemy>::end(); ++it) |
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72 | { |
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73 | Vector3 enemyPosition = it->getPosition(); |
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74 | float enemyWidth = it->getWidth(); |
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75 | float enemyHeight = it->getHeight(); |
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76 | |
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77 | if(projectilePosition.x > enemyPosition.x-enemyWidth && projectilePosition.x < enemyPosition.x+enemyWidth && projectilePosition.z > enemyPosition.z-enemyHeight && projectilePosition.z < enemyPosition.z+enemyHeight) |
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78 | { |
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79 | it->dead_ = true; |
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80 | } |
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81 | } |
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82 | } |
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83 | |
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84 | void JumpProjectile::setFigure(JumpFigure* figure) |
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85 | { |
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86 | figure_ = figure; |
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87 | } |
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88 | } |
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