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source: orxonox.OLD/orxonox/trunk/src/world_entities/weapons/projectile.h @ 4969

Last change on this file since 4969 was 4948, checked in by bensch, 19 years ago

orxonox/trunk: small cleanup

File size: 2.4 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 ParticleEmitter;
27
28class Projectile : public WorldEntity
29{
30  public:
31    Projectile ();
32    virtual ~Projectile ();
33
34    void setFlightDirection(const Quaternion& flightDirection);
35    void setVelocity(const Vector &velocity);
36    void setLifeSpan(float lifeSpan);
37
38
39    void setEnergies(float energyMin, float energyMax);
40    /** @returns the minimal charched energy */
41    inline float getEnergyMin() { return this->energyMin; };
42    /** @returns the maximal charched energy */
43    inline float getEnergyMax() { return this->energyMax; };
44    /** @returns if the Projectile can be charged */
45    inline bool isChageable() { return this->bChargeable; };
46
47
48
49    virtual void destroy ();
50
51    virtual void tick (float time);
52    virtual void draw ();
53
54  protected:
55
56    // energy
57    float                 energyMin;
58    float                 energyMax;
59    bool                  bChargeable;               //!< if the Projectile is Charegeable
60
61    float                 lifeCycle;                 //!< The percentage of the Lifetime done [0-1]
62    float                 lifeSpan;                  //!< The entire lifespan of the Shoot. in seconds
63
64    Vector                flightDirection;           //!< DOF direction in which the shoot flighs
65
66    Vector                velocity;                  //!< velocity of the projectile.
67
68    ParticleEmitter*      emitter;                   //!< For special effects each Projectile consists of an emitter.
69};
70
71#endif /* _PROJECTILE_H */
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