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 JumpEnemy.cc |
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31 | @brief All enemies in the minigame inherit from this class. This class manages the movement of all enemies and allows enemies to touch the figure to kill it. |
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32 | */ |
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33 | |
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34 | #include "JumpEnemy.h" |
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35 | |
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36 | #include "core/CoreIncludes.h" |
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37 | #include "core/GameMode.h" |
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38 | #include "graphics/Model.h" |
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39 | #include "gametypes/Gametype.h" |
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40 | |
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41 | #include "JumpFigure.h" |
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42 | |
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43 | #include "sound/WorldSound.h" |
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44 | #include "core/XMLPort.h" |
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45 | |
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46 | namespace orxonox |
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47 | { |
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48 | RegisterClass(JumpEnemy); |
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49 | |
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50 | /** |
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51 | @brief |
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52 | Constructor. Registers and initializes the object. |
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53 | */ |
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54 | JumpEnemy::JumpEnemy(Context* context) : MovableEntity(context) |
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55 | { |
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56 | RegisterObject(JumpEnemy); |
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57 | |
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58 | dead_ = false; |
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59 | figure_ = 0; |
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60 | width_ = 0.0; |
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61 | height_ = 0.0; |
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62 | setPosition(Vector3(0,0,0)); |
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63 | setVelocity(Vector3(0,0,0)); |
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64 | setAcceleration(Vector3(0,0,0)); |
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65 | setProperties(0.0, 0.0, 0.0, 0.0, 0.0, 0.0); |
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66 | } |
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67 | |
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68 | /** |
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69 | @brief |
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70 | Destructor. |
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71 | */ |
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72 | JumpEnemy::~JumpEnemy() |
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73 | { |
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74 | /*if (this->isInitialized()) |
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75 | { |
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76 | if (this->bDeleteBats_) |
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77 | delete this->figure_; |
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78 | |
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79 | delete[] this->batID_; |
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80 | }*/ |
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81 | } |
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82 | |
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83 | //xml port for loading sounds |
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84 | void JumpEnemy::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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85 | { |
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86 | SUPER(JumpEnemy, XMLPort, xmlelement, mode); |
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87 | |
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88 | XMLPortParam(JumpEnemy, "height", setHeight, getHeight, xmlelement, mode); |
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89 | XMLPortParam(JumpEnemy, "width", setWidth, getWidth, xmlelement, mode); |
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90 | } |
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91 | |
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92 | /** |
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93 | @brief |
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94 | Is called every tick. |
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95 | Handles the movement of the ball and its interaction with the boundaries and bats. |
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96 | @param dt |
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97 | The time since the last tick. |
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98 | */ |
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99 | void JumpEnemy::tick(float dt) |
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100 | { |
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101 | SUPER(JumpEnemy, tick, dt); |
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102 | |
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103 | // Get the current position, velocity and acceleration of the enemy. |
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104 | Vector3 position = getPosition(); |
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105 | Vector3 velocity = getVelocity(); |
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106 | |
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107 | if ((position.x < leftBoundary_ && velocity.x < 0) || (position.x > rightBoundary_ && velocity.x > 0)) |
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108 | { |
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109 | velocity.x = -velocity.x; |
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110 | } |
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111 | |
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112 | if ((position.z < lowerBoundary_ && velocity.z < 0) || (position.z > upperBoundary_ && velocity.z > 0)) |
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113 | { |
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114 | velocity.z = -velocity.z; |
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115 | } |
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116 | |
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117 | // Set the position, velocity and acceleration of the enemy, if they have changed. |
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118 | if (velocity != getVelocity()) |
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119 | setVelocity(velocity); |
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120 | if (position != getPosition()) |
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121 | setPosition(position); |
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122 | |
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123 | |
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124 | // Interact with Figure |
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125 | Vector3 enemyPosition = getPosition(); |
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126 | |
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127 | if (figure_ != NULL) |
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128 | { |
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129 | Vector3 figurePosition = figure_->getPosition(); |
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130 | if(figurePosition.x > enemyPosition.x-width_ && figurePosition.x < enemyPosition.x+width_ && figurePosition.z > enemyPosition.z-height_ && figurePosition.z < enemyPosition.z+height_) |
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131 | { |
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132 | touchFigure(); |
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133 | } |
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134 | } |
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135 | } |
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136 | |
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137 | void JumpEnemy::setProperties(float newLeftBoundary, float newRightBoundary, float newLowerBoundary, float newUpperBoundary, float newHSpeed, float newVSpeed) |
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138 | { |
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139 | leftBoundary_ = newLeftBoundary; |
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140 | rightBoundary_ = newRightBoundary; |
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141 | lowerBoundary_ = newLowerBoundary; |
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142 | upperBoundary_ = newUpperBoundary; |
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143 | |
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144 | this->setVelocity(Vector3(newHSpeed,0,newVSpeed)); |
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145 | } |
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146 | |
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147 | /** |
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148 | @brief |
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149 | Set the bats for the ball. |
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150 | @param bats |
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151 | An array (of size 2) of weak pointers, to be set as the new bats. |
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152 | */ |
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153 | void JumpEnemy::setFigure(JumpFigure* newFigure) |
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154 | { |
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155 | figure_ = newFigure; |
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156 | } |
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157 | |
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158 | void JumpEnemy::touchFigure() |
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159 | { |
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160 | if (dead_ == false) |
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161 | { |
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162 | figure_->CollisionWithEnemy(this); |
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163 | } |
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164 | } |
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165 | } |
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