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source: code/trunk/src/modules/weapons/projectiles/IceGunProjectile.h @ 11997

Last change on this file since 11997 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: 2.2 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 IceGunProjectile.h
31    @brief Definition of the IceGunProjectile class.
32*/
33
34#ifndef _IceGunProjectile_H__
35#define _IceGunProjectile_H__
36
37#include "weapons/WeaponsPrereqs.h"
38
39#include <string>
40#include "tools/Timer.h"
41#include "BillboardProjectile.h"
42#include "weapons/IceGunFreezer.h"
43
44namespace orxonox
45{
46
47    /**
48    @brief
49        The IceGunProjectile is a projectile that attaches a IceGunFreezer to the hit object. This object gets slowed down by the IceGunFreezer.
50    @author
51        Fabien Vultier
52    @ingroup WeaponsProjectiles
53    */
54    class _WeaponsExport IceGunProjectile : public Projectile
55    {
56        public:
57            IceGunProjectile(Context* context);
58            virtual ~IceGunProjectile();
59
60            virtual void setFreezeTime(float freezeTime);
61            virtual void setFreezeFactor(float freezeFactor);
62
63        protected:
64            virtual bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) override;
65            static const float particleDestructionDelay_;
66        private:
67            ParticleSpawner* spawner_;
68            float freezeTime_; //The duration of the freezing effect on a target
69            float freezeFactor_; //The strength of the freezing effect
70    };
71}
72
73#endif /* _IceGunProjectile_H__ */
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