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source: orxonox.OLD/orxonox/trunk/src/world_entities/weapons/projectile.h @ 4947

Last change on this file since 4947 was 4932, checked in by bensch, 19 years ago

orxonox/trunk: factory optimisations

File size: 1.9 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 ParticleEmitter;
28
29class Projectile : public WorldEntity
30{
31  public:
32    Projectile ();
33    virtual ~Projectile ();
34
35    void setFlightDirection(const Quaternion& flightDirection);
36    void setVelocity(const Vector &velocity);
37    void setLifeSpan(float lifeSpan);
38
39
40
41
42    virtual void destroy ();
43
44    virtual void tick (float time);
45    virtual void draw ();
46
47  protected:
48
49    // energy
50    float                 energyMin;
51    float                 energyMax;
52
53
54    float                 lifeCycle;                 //!< The percentage of the Lifetime done [0-1]
55    float                 lifeSpan;                  //!< The entire lifespan of the Shoot. in seconds
56
57    Vector                flightDirection;           //!< direction in which the shoot flighs
58
59    Vector                velocity;                  //!< velocity of the projectile.
60
61    ParticleEmitter*      emitter;                   //!< For special effects each Projectile consists of an emitter.
62};
63
64#endif /* _PROJECTILE_H */
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