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Changeset 10256 in orxonox.OLD for branches/playability


Ignore:
Timestamp:
Jan 17, 2007, 2:20:17 PM (18 years ago)
Author:
nicolasc
Message:

bump

Location:
branches/playability/src/world_entities
Files:
5 edited

Legend:

Unmodified
Added
Removed
  • branches/playability/src/world_entities/projectiles/projectile_weapon.cc

    r10252 r10256  
    3333 *  standard constructor
    3434*/
    35 ProjectileWeapon::ProjectileWeapon () : WorldEntity()
     35ProjectileWeapon::ProjectileWeapon () : Projectile()
    3636{
    3737  this->registerObject(this, ProjectileWeapon::_objectList);
     
    5757ProjectileWeapon::~ProjectileWeapon ()
    5858{
    59   /*
    60      do not delete the test projectModel, since it is pnode
    61      and will be cleaned out by world
    62   */
    63   //delete this->projectile_weaponModel;
    6459}
    6560
    66 ProjectileWeapon::ProjectileWeapon (float pDamage, float eDamage, PNode* target) : WorldEntity()
     61ProjectileWeapon::ProjectileWeapon (float pDamage, float eDamage, PNode* target) : Projectile()
    6762{
    6863  this->registerObject(this, ProjectileWeapon::_objectList);
  • branches/playability/src/world_entities/projectiles/projectile_weapon.h

    r10252 r10256  
    2525
    2626
    27 class ProjectileWeapon : public WorldEntity
     27class ProjectileWeapon : public Projectile
    2828{
    2929  ObjectListDeclaration(ProjectileWeapon);
     
    7575    inline void setRotationAxis ( Vector axis ) { this->rotationAxis = axis; };
    7676    inline void setRotationSpeed ( float speed ) { this->rotationSpeed = speed; };
    77     inline Vector getRotationAxis () { return this->rotationAxis; };
     77    inline const Vector & getRotationAxis () const { return this->rotationAxis; };
    7878    inline float getRotationSpeed () { return this->rotationSpeed; };     //!< Added for completeness
    7979
  • branches/playability/src/world_entities/projectiles/spike_ball.cc

    r10252 r10256  
    5555  this->emitter->setEmissionVelocity(50.0);
    5656
    57   this->speed = 150;
    58 
     57//   this->speed = 150;
     58/*
    5959  this->angle = 0;
    60   this->rotationSpeed = 130;
     60  this->rotationSpeed = 130;*/
     61  this->setRotationSpeed(130);
    6162
    6263  this->halo = new Billboard();
     
    255256//     printf("called by spikeball  ");
    256257//     this->weaponMan->fire();
    257 //     this->blow();
     258    this->blow();
    258259  }
    259260
     
    289290  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
    290291
    291   glRotatef(angle, this->rotationVector.x, this->rotationVector.y, this->rotationVector.z);
     292  glRotatef(angle, this->getRotationAxis().x, this->getRotationAxis().y, this->getRotationAxis().z);
    292293  this->getAbsDir().matrix (matrix);
    293294  glMultMatrixf((float*)matrix);
  • branches/playability/src/world_entities/projectiles/spike_ball.h

    r10252 r10256  
    5151    ParticleEmitter*                  emitter;
    5252
    53     float                             speed;
     53//     float                             speed;
    5454
    55     float                             angle;
    56     float                             rotationSpeed;
    57     Vector                            rotationVector;
     55//     float                             angle;
     56//     float                             rotationSpeed;
     57//     Vector                            rotationVector;
    5858
    5959    Billboard*                        halo;
  • branches/playability/src/world_entities/weapons/spike_thrower.cc

    r10252 r10256  
    7575{
    7676  this->registerObject(this, SpikeThrower::_objectList);
    77 
     77/*
    7878  Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this);
    7979  Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this);
     
    8282  animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
    8383  animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
    84   animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);
    85 
     84  animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT);*/
     85/*
    8686  animation1->setInfinity(ANIM_INF_CONSTANT);
    87   animation2->setInfinity(ANIM_INF_CONSTANT);
     87  animation2->setInfinity(ANIM_INF_CONSTANT);*/
    8888
    8989  this->setStateDuration(WS_SHOOTING, .6);
     
    9797
    9898  this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET | WTYPE_DIRECTIONAL | WTYPE_LIGHT);
    99   this->setProjectileTypeC("Spike");
     99  this->setProjectileTypeC("SpikeBall");
    100100
    101101//   this->loadModel("models/guns/turret1.obj", 1.0);
    102102
    103   this->setEmissionPoint(1.684, 0.472, 0);
     103  this->setEmissionPoint(2, 0, 0);
    104104  this->getProjectileFactory()->prepare(50);
    105105
    106   this->setActionSound(WA_SHOOT, "sound/explosions/explosion_1.wav");
    107   this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav");
    108   this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
     106//   this->setActionSound(WA_SHOOT, "sound/explosions/explosion_1.wav");
     107//   this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav");
     108//   this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");
    109109
    110110}
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