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source: code/branches/pickupsFS14/src/modules/jump/JumpEnemy.cc @ 10066

Last change on this file since 10066 was 10050, checked in by fvultier, 11 years ago

Added a whole bunch of code

File size: 3.8 KB
Line 
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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file JumpEnemy.cc
31    @brief Implementation of the JumpEnemy class.
32*/
33
34#include "JumpEnemy.h"
35
36#include "core/CoreIncludes.h"
37#include "core/GameMode.h"
38#include "graphics/Model.h"
39#include "gametypes/Gametype.h"
40
41#include "JumpFigure.h"
42
43#include "sound/WorldSound.h"
44#include "core/XMLPort.h"
45
46namespace orxonox
47{
48    RegisterClass(JumpEnemy);
49
50    /**
51    @brief
52        Constructor. Registers and initializes the object.
53    */
54    JumpEnemy::JumpEnemy(Context* context) : MovableEntity(context)
55    {
56        RegisterObject(JumpEnemy);
57
58        this->figure_ = 0;
59        setProperties(0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
60        this->setPosition(Vector3(0,0,0));
61        this->setVelocity(Vector3(0,0,0));
62        this->setAcceleration(Vector3(0,0,0));
63    }
64
65    /**
66    @brief
67        Destructor.
68    */
69    JumpEnemy::~JumpEnemy()
70    {
71        /*if (this->isInitialized())
72        {
73            if (this->bDeleteBats_)
74                delete this->figure_;
75
76            delete[] this->batID_;
77        }*/
78    }
79
80    //xml port for loading sounds
81    void JumpEnemy::XMLPort(Element& xmlelement, XMLPort::Mode mode)
82    {
83        SUPER(JumpEnemy, XMLPort, xmlelement, mode);
84    }
85
86    /**
87    @brief
88        Is called every tick.
89        Handles the movement of the ball and its interaction with the boundaries and bats.
90    @param dt
91        The time since the last tick.
92    */
93    void JumpEnemy::tick(float dt)
94    {
95        SUPER(JumpEnemy, tick, dt);
96
97        // Get the current position, velocity and acceleration of the enemy.
98        Vector3 position = getPosition();
99        Vector3 velocity = getVelocity();
100
101        if ((position.x < leftBoundary_ && velocity.x < 0) || (position.x > rightBoundary_ && velocity.x > 0))
102        {
103                velocity.x = -velocity.x;
104        }
105
106        if ((position.z < lowerBoundary_ && velocity.z < 0) || (position.z > upperBoundary_ && velocity.z > 0))
107        {
108                velocity.z = -velocity.z;
109        }
110
111        // Set the position, velocity and acceleration of the enemy, if they have changed.
112        if (velocity != getVelocity())
113            setVelocity(velocity);
114        if (position != getPosition())
115            setPosition(position);
116
117
118    }
119
120    void JumpEnemy::setProperties(float newLeftBoundary, float newRightBoundary, float newLowerBoundary, float newUpperBoundary, float newHSpeed, float newVSpeed)
121    {
122        leftBoundary_ = newLeftBoundary;
123        rightBoundary_ = newRightBoundary;
124        lowerBoundary_ = newLowerBoundary;
125        upperBoundary_ = newUpperBoundary;
126
127        this->setVelocity(Vector3(newHSpeed,0,newVSpeed));
128    }
129
130    /**
131    @brief
132        Set the bats for the ball.
133    @param bats
134        An array (of size 2) of weak pointers, to be set as the new bats.
135    */
136    void JumpEnemy::setFigure(WeakPtr<JumpFigure> newFigure)
137    {
138        figure_ = newFigure;
139    }
140
141    void JumpEnemy::touchFigure()
142    {
143
144    }
145}
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