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source: orxonox.OLD/trunk/src/world_entities/projectiles/laser.cc @ 6654

Last change on this file since 6654 was 6622, checked in by bensch, 19 years ago

orxonox/trunk: Material can now be copied
ParticleSprite used for all Projectiles

File size: 3.6 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific
12   main-programmer: Patrick Boenzli
13   co-programmer: Benjamin Grauer
14
15*/
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
17
18#include "laser.h"
19
20#include "fast_factory.h"
21
22#include "state.h"
23#include "class_list.h"
24#include "model.h"
25
26#include "particle_emitter.h"
27#include "sprite_particles.h"
28
29
30using namespace std;
31
32CREATE_FAST_FACTORY_STATIC(Laser, CL_LASER);
33
34/**
35 *  standard constructor
36*/
37Laser::Laser () : Projectile()
38{
39  this->setClassID(CL_LASER, "Laser");
40
41  this->loadModel("models/projectiles/laser.obj");
42
43  this->setMinEnergy(1);
44  this->setMaxEnergy(10);
45  this->lifeSpan = 5.0;
46
47  this->emitter = new ParticleEmitter(Vector(0,1,0), M_2_PI, 100, 5);
48  this->emitter->setParent(this);
49  this->emitter->setSpread(M_PI, M_PI);
50  this->emitter->setEmissionRate(300.0);
51  this->emitter->setEmissionVelocity(50.0);
52}
53
54
55/**
56 *  standard deconstructor
57*/
58Laser::~Laser ()
59{
60  // delete this->emitter;
61
62  /* this is normaly done by World.cc by deleting the ParticleEngine */
63  if (Laser::explosionParticles != NULL && ClassList::getList(CL_LASER)->size() <= 1)
64  {
65    //if (ClassList::exists(Laser::explosionParticles, CL_PARTICLE_SYSTEM))
66    //  delete Laser::explosionParticles;
67    PRINTF(1)("Deleting Laser Particles\n");
68    Laser::explosionParticles = NULL;
69  }
70
71}
72
73SpriteParticles* Laser::explosionParticles = NULL;
74
75void Laser::activate()
76{
77  if (unlikely(Laser::explosionParticles == NULL))
78  {
79    Laser::explosionParticles = new SpriteParticles(1000);
80    Laser::explosionParticles->setName("LaserExplosionParticles");
81    Laser::explosionParticles->setLifeSpan(.5, .3);
82    Laser::explosionParticles->setRadius(0.0, 10.0);
83    Laser::explosionParticles->setRadius(.5, 6.0);
84    Laser::explosionParticles->setRadius(1.0, 3.0);
85    Laser::explosionParticles->setColor(0.0, 1,1,0,.9);
86    Laser::explosionParticles->setColor(0.5, .8,.8,0,.5);
87    Laser::explosionParticles->setColor(1.0, .8,.8,.7,.0);
88  }
89}
90
91
92void Laser::deactivate()
93{
94  assert (Laser::explosionParticles != NULL);
95  Laser::explosionParticles->removeEmitter(this->emitter);
96  this->lifeCycle = 0.0;
97
98  this->toList(OM_NULL);
99  this->removeNode();
100  Laser::fastFactory->kill(this);
101}
102
103
104void Laser::collidesWith(WorldEntity* entity, const Vector& location)
105{
106  if (this->hitEntity != entity && entity->isA(CL_NPC))
107    this->destroy();
108  this->hitEntity = entity;
109}
110
111/**
112 *  signal tick, time dependent things will be handled here
113 * @param dt time since last tick
114*/
115void Laser::tick (float dt)
116{
117  //Vector v = *this->flightDirection * ( this->speed * time * 1000 + 0.1);
118  Vector v = this->velocity * dt;
119  this->shiftCoor(v);
120
121  if (this->tickLifeCycle(dt))
122    this->deactivate();
123}
124
125/**
126 *  the function gets called, when the projectile is destroyed
127*/
128void Laser::destroy ()
129{
130  PRINTF(5)("DESTROY Laser\n");
131  this->lifeCycle = .95; //!< @todo calculate this usefully.
132
133  this->emitter->setSystem(Laser::explosionParticles);
134}
135
136
137void Laser::draw () const
138{
139  glMatrixMode(GL_MODELVIEW);
140  glPushMatrix();
141  glPushAttrib(GL_ENABLE_BIT);
142  glDisable(GL_LIGHTING);
143
144  float matrix[4][4];
145  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
146  this->getAbsDir().matrix (matrix);
147  glMultMatrixf((float*)matrix);
148  glScalef(2.0, 2.0, 2.0);
149  this->getModel()->draw();
150  glPopAttrib();
151  glPopMatrix();
152}
153
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