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source: code/branches/tutorial6/src/modules/jump/JumpProjectile.cc

Last change on this file was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

  • Property svn:eol-style set to native
File size: 2.3 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 *      Fabien Vultier
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file JumpProjectile.cc
31    @brief projectiles are created by the gametype if the figure shoots. All projectiles check every tick, whether they hit an enemy.
32*/
33
34#include "JumpProjectile.h"
35
36#include "core/CoreIncludes.h"
37#include "JumpFigure.h"
38#include "JumpEnemy.h"
39
40namespace orxonox
41{
42    RegisterClass(JumpProjectile);
43
44    JumpProjectile::JumpProjectile(Context* context) : MovableEntity(context)
45    {
46        RegisterObject(JumpProjectile);
47
48        figure_ = nullptr;
49        setPosition(Vector3(0,0,0));
50        setVelocity(Vector3(0,0,250.0));
51        setAcceleration(Vector3(0,0,0));
52    }
53
54    JumpProjectile::~JumpProjectile()
55    {
56
57    }
58
59    void JumpProjectile::tick(float dt)
60    {
61        SUPER(JumpProjectile, tick, dt);
62
63        Vector3 projectilePosition = getPosition();
64
65        for (JumpEnemy* enemy : ObjectList<JumpEnemy>())
66        {
67            Vector3 enemyPosition = enemy->getPosition();
68            float enemyWidth = enemy->getWidth();
69            float enemyHeight = enemy->getHeight();
70
71            if(projectilePosition.x > enemyPosition.x-enemyWidth && projectilePosition.x < enemyPosition.x+enemyWidth && projectilePosition.z > enemyPosition.z-enemyHeight && projectilePosition.z < enemyPosition.z+enemyHeight)
72            {
73                enemy->dead_ = true;
74            }
75        }
76    }
77
78    void JumpProjectile::setFigure(JumpFigure* figure)
79    {
80        figure_ = figure;
81    }
82}
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