Changeset 10256 in orxonox.OLD for branches/playability
- Timestamp:
- Jan 17, 2007, 2:20:17 PM (18 years ago)
- Location:
- branches/playability/src/world_entities
- Files:
-
- 5 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/playability/src/world_entities/projectiles/projectile_weapon.cc
r10252 r10256 33 33 * standard constructor 34 34 */ 35 ProjectileWeapon::ProjectileWeapon () : WorldEntity()35 ProjectileWeapon::ProjectileWeapon () : Projectile() 36 36 { 37 37 this->registerObject(this, ProjectileWeapon::_objectList); … … 57 57 ProjectileWeapon::~ProjectileWeapon () 58 58 { 59 /*60 do not delete the test projectModel, since it is pnode61 and will be cleaned out by world62 */63 //delete this->projectile_weaponModel;64 59 } 65 60 66 ProjectileWeapon::ProjectileWeapon (float pDamage, float eDamage, PNode* target) : WorldEntity()61 ProjectileWeapon::ProjectileWeapon (float pDamage, float eDamage, PNode* target) : Projectile() 67 62 { 68 63 this->registerObject(this, ProjectileWeapon::_objectList); -
branches/playability/src/world_entities/projectiles/projectile_weapon.h
r10252 r10256 25 25 26 26 27 class ProjectileWeapon : public WorldEntity27 class ProjectileWeapon : public Projectile 28 28 { 29 29 ObjectListDeclaration(ProjectileWeapon); … … 75 75 inline void setRotationAxis ( Vector axis ) { this->rotationAxis = axis; }; 76 76 inline void setRotationSpeed ( float speed ) { this->rotationSpeed = speed; }; 77 inline Vector getRotationAxis (){ return this->rotationAxis; };77 inline const Vector & getRotationAxis () const { return this->rotationAxis; }; 78 78 inline float getRotationSpeed () { return this->rotationSpeed; }; //!< Added for completeness 79 79 -
branches/playability/src/world_entities/projectiles/spike_ball.cc
r10252 r10256 55 55 this->emitter->setEmissionVelocity(50.0); 56 56 57 this->speed = 150;58 57 // this->speed = 150; 58 /* 59 59 this->angle = 0; 60 this->rotationSpeed = 130; 60 this->rotationSpeed = 130;*/ 61 this->setRotationSpeed(130); 61 62 62 63 this->halo = new Billboard(); … … 255 256 // printf("called by spikeball "); 256 257 // this->weaponMan->fire(); 257 //this->blow();258 this->blow(); 258 259 } 259 260 … … 289 290 glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); 290 291 291 glRotatef(angle, this-> rotationVector.x, this->rotationVector.y, this->rotationVector.z);292 glRotatef(angle, this->getRotationAxis().x, this->getRotationAxis().y, this->getRotationAxis().z); 292 293 this->getAbsDir().matrix (matrix); 293 294 glMultMatrixf((float*)matrix); -
branches/playability/src/world_entities/projectiles/spike_ball.h
r10252 r10256 51 51 ParticleEmitter* emitter; 52 52 53 float speed;53 // float speed; 54 54 55 float angle;56 float rotationSpeed;57 Vector rotationVector;55 // float angle; 56 // float rotationSpeed; 57 // Vector rotationVector; 58 58 59 59 Billboard* halo; -
branches/playability/src/world_entities/weapons/spike_thrower.cc
r10252 r10256 75 75 { 76 76 this->registerObject(this, SpikeThrower::_objectList); 77 77 /* 78 78 Animation3D* animation1 = this->getAnimation(WS_ACTIVATING, this); 79 79 Animation3D* animation2 = this->getAnimation(WS_DEACTIVATING, this); … … 82 82 animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); 83 83 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 /* 86 86 animation1->setInfinity(ANIM_INF_CONSTANT); 87 animation2->setInfinity(ANIM_INF_CONSTANT); 87 animation2->setInfinity(ANIM_INF_CONSTANT);*/ 88 88 89 89 this->setStateDuration(WS_SHOOTING, .6); … … 97 97 98 98 this->setCapability(WTYPE_ALLDIRS | WTYPE_TURRET | WTYPE_DIRECTIONAL | WTYPE_LIGHT); 99 this->setProjectileTypeC("Spike ");99 this->setProjectileTypeC("SpikeBall"); 100 100 101 101 // this->loadModel("models/guns/turret1.obj", 1.0); 102 102 103 this->setEmissionPoint( 1.684, 0.472, 0);103 this->setEmissionPoint(2, 0, 0); 104 104 this->getProjectileFactory()->prepare(50); 105 105 106 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"); 109 109 110 110 }
Note: See TracChangeset
for help on using the changeset viewer.