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source: code/branches/weaponFS15/src/modules/jump/JumpProjectile.cc @ 10602

Last change on this file since 10602 was 10262, checked in by landauf, 10 years ago

eol-style native. no changes in code.

  • Property svn:eol-style set to native
File size: 2.6 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#include "core/CoreIncludes.h"
36#include "core/GameMode.h"
37#include "graphics/Model.h"
38#include "gametypes/Gametype.h"
39#include "JumpFigure.h"
40#include "sound/WorldSound.h"
41#include "core/XMLPort.h"
42
43namespace orxonox
44{
45    RegisterClass(JumpProjectile);
46
47    JumpProjectile::JumpProjectile(Context* context) : MovableEntity(context)
48    {
49        RegisterObject(JumpProjectile);
50
51        figure_ = 0;
52        setPosition(Vector3(0,0,0));
53        setVelocity(Vector3(0,0,250.0));
54        setAcceleration(Vector3(0,0,0));
55    }
56
57    JumpProjectile::~JumpProjectile()
58    {
59
60    }
61
62    void JumpProjectile::XMLPort(Element& xmlelement, XMLPort::Mode mode)
63    {
64        SUPER(JumpProjectile, XMLPort, xmlelement, mode);
65    }
66
67    void JumpProjectile::tick(float dt)
68    {
69        SUPER(JumpProjectile, tick, dt);
70
71        Vector3 projectilePosition = getPosition();
72
73        for (ObjectList<JumpEnemy>::iterator it = ObjectList<JumpEnemy>::begin(); it != ObjectList<JumpEnemy>::end(); ++it)
74        {
75            Vector3 enemyPosition = it->getPosition();
76            float enemyWidth = it->getWidth();
77            float enemyHeight = it->getHeight();
78
79            if(projectilePosition.x > enemyPosition.x-enemyWidth && projectilePosition.x < enemyPosition.x+enemyWidth && projectilePosition.z > enemyPosition.z-enemyHeight && projectilePosition.z < enemyPosition.z+enemyHeight)
80            {
81                it->dead_ = true;
82            }
83        }
84    }
85
86    void JumpProjectile::setFigure(WeakPtr<JumpFigure> figure)
87    {
88        figure_ = figure;
89    }
90}
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