[10078] | 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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[11071] | 35 | |
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[10078] | 36 | #include "core/CoreIncludes.h" |
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| 37 | #include "JumpFigure.h" |
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[11071] | 38 | #include "JumpEnemy.h" |
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[10078] | 39 | |
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| 40 | namespace orxonox |
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| 41 | { |
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| 42 | RegisterClass(JumpProjectile); |
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| 43 | |
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| 44 | JumpProjectile::JumpProjectile(Context* context) : MovableEntity(context) |
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| 45 | { |
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| 46 | RegisterObject(JumpProjectile); |
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| 47 | |
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[11071] | 48 | figure_ = nullptr; |
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[10078] | 49 | setPosition(Vector3(0,0,0)); |
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| 50 | setVelocity(Vector3(0,0,250.0)); |
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| 51 | setAcceleration(Vector3(0,0,0)); |
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| 52 | } |
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| 53 | |
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| 54 | JumpProjectile::~JumpProjectile() |
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| 55 | { |
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| 56 | |
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| 57 | } |
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| 58 | |
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| 59 | void JumpProjectile::tick(float dt) |
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| 60 | { |
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| 61 | SUPER(JumpProjectile, tick, dt); |
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| 62 | |
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| 63 | Vector3 projectilePosition = getPosition(); |
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| 64 | |
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[11071] | 65 | for (JumpEnemy* enemy : ObjectList<JumpEnemy>()) |
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[10215] | 66 | { |
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[11071] | 67 | Vector3 enemyPosition = enemy->getPosition(); |
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| 68 | float enemyWidth = enemy->getWidth(); |
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| 69 | float enemyHeight = enemy->getHeight(); |
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[10078] | 70 | |
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[10215] | 71 | 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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| 72 | { |
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[11071] | 73 | enemy->dead_ = true; |
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[10215] | 74 | } |
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| 75 | } |
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[10078] | 76 | } |
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| 77 | |
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[10624] | 78 | void JumpProjectile::setFigure(JumpFigure* figure) |
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[10078] | 79 | { |
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| 80 | figure_ = figure; |
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| 81 | } |
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| 82 | } |
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