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source: orxonox.OLD/orxonox/trunk/src/world_entities/weapons/projectile.h @ 4929

Last change on this file since 4929 was 4927, checked in by bensch, 19 years ago

orxonox/trunk: some smaller fixes, to make Weapon more local

File size: 2.0 KB
Line 
1/*!
2    \file projectile.h
3  *  a projectile, that is been shooted by a weapon
4
5    You can use this class to make some shoots, but this isn't the real idea. If you want to just test, if the
6    shooting funcions work, use the Projectile class. But if you want to implement your own shoots its
7    different:<br>
8    Make a new class and derive it from Projectile. To have a weapon work well, reimplement the functions
9    - void tick()
10    - void draw()
11    - void hit() (only if you have working collision detection)
12    When you have implemented these functions you have just to add the projectiles to your weapon. You ll want
13    to make this by looking into the function
14    - Weapon::fire()
15    there you just change the line:
16    Projectile* pj = new Projectile();    TO     Projectile* pj = new MyOwnProjectileClass();
17    and schwups it works... :)
18*/
19
20#ifndef _PROJECTILE_H
21#define _PROJECTILE_H
22
23#include "world_entity.h"
24#include "vector.h"
25
26class Vector;
27class Weapon;
28class ParticleEmitter;
29
30class Projectile : public WorldEntity
31{
32  public:
33    Projectile (Weapon* weapon);
34    virtual ~Projectile ();
35
36    void setFlightDirection(const Quaternion& flightDirection);
37    void setVelocity(const Vector &velocity);
38    void setLifeSpan(float lifeSpan);
39
40
41
42
43    virtual void destroy ();
44
45    virtual void tick (float time);
46    virtual void draw ();
47
48  protected:
49
50    // energy
51    float                 energyMin;
52    float                 energyMax;
53
54
55    float                 lifeCycle;                 //!< The percentage of the Lifetime done [0-1]
56    float                 lifeSpan;                  //!< The entire lifespan of the Shoot. in seconds
57
58    Vector                flightDirection;           //!< direction in which the shoot flighs
59    Weapon*               weapon;                    //!< weapon the shoot belongs to.
60
61    Vector                velocity;                  //!< velocity of the projectile.
62
63    ParticleEmitter*      emitter;                   //!< For special effects each Projectile consists of an emitter.
64};
65
66#endif /* _PROJECTILE_H */
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