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source: code/trunk/src/modules/superorxobros/SOBFireball.cc @ 12295

Last change on this file since 12295 was 11783, checked in by landauf, 7 years ago

merged Presentation_HS17_merge back to trunk

  • Property svn:eol-style set to native
File size: 5.2 KB
RevLine 
[11567]1    /*
[11556]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 *      Theo von Arx
24 *      Noah Zarro
25 *   Co-authors:
26 *     
27 *
28 */
29
30/**
31    @file SOBFireball.cc
32    @brief Fireballs are the Projectile of the Fireflower Powerup
33*/
34
35#include "SOBFireball.h"
36
37#include "core/CoreIncludes.h"
38#include "core/XMLPort.h"
39#include "SOBFigure.h"
40#include "SOBGumba.h"
[11625]41#include "SOBGumbaBoss.h"   
[11556]42#include "SOB.h"   
43#include "util/Output.h"
44#include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h>
[11599]45#include "graphics/ParticleSpawner.h"
[11556]46
47
48
[11599]49
[11556]50namespace orxonox
51{
52    RegisterClass(SOBFireball);
53
54    SOBFireball::SOBFireball(Context* context) : MovableEntity(context)
55    {
56        RegisterObject(SOBFireball);
57
58        setAngularFactor(0.0);
59        this->enableCollisionCallback();
[11569]60        gravityAcceleration_ = 350.0;
[11599]61
[11556]62        speed_ = 0;
63        hasCollided_=false;
64        changeAllowed_ = true;
65        changedOn_ = 0.0;
66        goesRight_ = true;
[11575]67        hitCounter_ = 0;
[11599]68        particlespawner_ = NULL ;
69
70
71
72   
73
[11556]74    }
75
76   
77
78    void SOBFireball::XMLPort(Element& xmlelement, XMLPort::Mode mode)
79    {
80        SUPER(SOBFireball, XMLPort, xmlelement, mode);
81        XMLPortParam(SOBFireball, "speed", setSpeed, getSpeed, xmlelement, mode);
82
83
84    }
85
[11577]86    void SOBFireball::setDirection(const bool direction)
87    {
88        if(direction)
89        {
90            goesRight_=true;
91        }
92        else
93        {
94            goesRight_=false;
95        }
96    }
97
[11556]98   
99    bool SOBFireball::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) {
[11769]100        float collDisX_ = getPosition().x - contactPoint.getPositionWorldOnB().getX();
101        float collDisZ_ = getPosition().z - contactPoint.getPositionWorldOnB().getZ();
[11556]102
[11625]103        SOBGumba*       gumba       = orxonox_cast<SOBGumba*>       (otherObject);
104        SOBGumbaBoss*   gumbaBoss   = orxonox_cast<SOBGumbaBoss*>   (otherObject);
[11556]105
[11653]106        if(gumbaBoss != nullptr && !(gumba->hasCollided_))  //Fireballs can't destroy GumbaBosses, they get destroyed themselves instead
[11625]107        {
108            this->destroyLater();
109            this->hasCollided_ = true;
110        }
[11575]111
[11625]112
113        if(gumba!=nullptr && gumbaBoss == nullptr && !(gumba->hasCollided_)) //if other object is a Gumba, kill the Gumba and add score and destroy the fireball
[11556]114        {
115            gumba->destroyLater();
116            gumba->hasCollided_ = true;
117            SOB* SOBGame = orxonox_cast<SOB*>(getGametype());
118            SOBGame->addGumba();
119            this->destroyLater();
120            this->hasCollided_ = true;
121        }
[11575]122
123
[11556]124         //collision with either top or bottom of a block
125        else if(changeAllowed_ && (abs(collDisX_)<=abs(collDisZ_)))
126        {
127            changeAllowed_ = false;
128            Vector3 velocity = getVelocity();
129            velocity.z = -velocity.z;
[11575]130     
[11567]131
[11556]132            setVelocity(velocity);
133        }
134
135        //collision with the vertical side of a block
136        else if(changeAllowed_ && (abs(collDisX_)>abs(collDisZ_))) 
137        {
138            changeAllowed_ = false;
139            goesRight_=!goesRight_;
140        }
141
[11575]142        hitCounter_++;
[11556]143       
144        return true;
145    }
146
147
148    void SOBFireball::tick(float dt)
149    {
150        SUPER(SOBFireball, tick, dt);
151
[11599]152        //the particle spawner that generates the fire from the backpack when pressed
153        if (particlespawner_ == NULL) {
154            for (WorldEntity* object : this->getAttachedObjects())
155            {
156               if (object->isA(Class(ParticleSpawner)))
157                particlespawner_ = object;
158            }
159
160        }
161
162        if(particlespawner_ != NULL)
163            particlespawner_->setVisible(true);
[11556]164        if (!changeAllowed_) {
165            changedOn_+= dt;
166            // After a collision, we don't listen for collisions for 200ms - that's because one wall can cause several collisions!
[11601]167            if (changedOn_> 0.2) {
[11556]168                changeAllowed_ = true;
169                changedOn_ = 0.0;
170
171            }
[11567]172       
[11556]173        }
[11567]174            int dir = 1;
175            if (!goesRight_)
176                dir = -1;
[11556]177
[11567]178            Vector3 velocity = getVelocity();
179            velocity.z -= gravityAcceleration_*dt;
180            velocity.x = dir*speed_;
[11569]181            velocity.y = 0;
[11773]182            if(hitCounter_ >= 3) velocity.y = 0.1f*speed_;
[11567]183            setVelocity(velocity);
[11556]184
[11772]185            if(abs(this->getPosition().z) > 1000) this->destroyLater();
[11567]186       
[11556]187    }
[11567]188   
[11556]189
190
191}
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