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Ignore:
Timestamp:
Apr 4, 2019, 5:13:42 PM (6 years ago)
Author:
cwaupoti
Message:

added working HoverGun

Location:
code/branches/Boxhead_FS19
Files:
7 edited

Legend:

Unmodified
Added
Removed
  • code/branches/Boxhead_FS19/data/levels/Hover.oxw

    r12273 r12284  
    1313
    1414<?lua
    15   include("templates/spaceshipGhost.oxt")
    1615  include("templates/spaceshipHover.oxt")
    1716  include("overlays/HoverHUD.oxo")
    1817?>
    19 
    20 
    21 
    22 
    23 
    24 
    25 
    2618
    2719 <?lua
     
    3224
    3325?>
    34 
    35 
    36 
    37 
    38 
    39 
    40 
    41 
    42 
    43 
    44 
    45 
    46 
    47 
    48 
    49 
    50 
    5126
    5227<?lua
     
    133108  </Scene>
    134109</Level>
    135 
  • code/branches/Boxhead_FS19/src/modules/weapons/projectiles/HoverGunProjectile.cc

    r12273 r12284  
    2121 *
    2222 *   Author:
    23  *      Joel Smely
     23 *      Fabian 'x3n' Landau
    2424 *   Co-authors:
    25  *      ...
     25 *      simonmie
    2626 *
    2727 */
     
    3434#include "HoverGunProjectile.h"
    3535
     36#include "core/config/ConfigValueIncludes.h"
    3637#include "core/CoreIncludes.h"
     38#include "core/GameMode.h"
    3739#include "core/command/Executor.h"
    38 #include "util/Convert.h"
     40
     41#include "worldentities/pawns/Pawn.h"
    3942
    4043namespace orxonox
     
    4245    RegisterClass(HoverGunProjectile);
    4346
    44     HoverGunProjectile::HoverGunProjectile(Context* context) : BillboardProjectile(context)
     47    HoverGunProjectile::HoverGunProjectile(Context* context) : MovableEntity(context), BasicProjectile()
    4548    {
    4649        RegisterObject(HoverGunProjectile);
    4750
    48         this->textureIndex_ = 1;
    49         this->setMass(0.1f);
    50         this->setCollisionType(CollisionType::Dynamic);
    51         this->maxTextureIndex_ = 8;
    52         this->textureTimer_.setTimer(0.01f, true, createExecutor(createFunctor(&HoverGunProjectile::changeTexture, this)));
     51        this->setConfigValues();
    5352
    54         registerVariables();
     53        // Get notification about collisions
     54        if (GameMode::isMaster())
     55        {
     56            this->setMass(0.0000000001f);
     57            this->enableCollisionCallback();
     58            this->setCollisionResponse(false);
     59            this->setCollisionType(CollisionType::Dynamic);
     60
     61            // Create a sphere collision shape and attach it to the projectile.
     62            collisionShape_ = new SphereCollisionShape(this->getContext());
     63            setCollisionShapeRadius(2.0f);
     64            this->attachCollisionShape(collisionShape_);
     65
     66            this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&BasicProjectile::destroyObject, this)));
     67        }
    5568    }
    5669
    57     void HoverGunProjectile::registerVariables()
     70    HoverGunProjectile::~HoverGunProjectile()
    5871    {
    59         registerVariable(this->materialBase_);
    6072    }
    6173
    62     /**
    63     @brief
    64         Set the material.
    65     @param material
    66         The name of the material. Material names with 1 to 8 appended must exist.
    67     */
    68     void HoverGunProjectile::setMaterial(const std::string& material)
     74    void HoverGunProjectile::setConfigValues()
    6975    {
    70         this->materialBase_ = material;
    71 
    72         BillboardProjectile::setMaterial(material + multi_cast<std::string>(this->textureIndex_));
     76        SetConfigValue(lifetime_, 4.0f).description("The time in seconds a projectile stays alive");
    7377    }
    7478
    75     /**
    76     @brief
    77         Change the texture.
    78     */
    79     void HoverGunProjectile::changeTexture()
     79
     80    bool HoverGunProjectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint)
    8081    {
    81         this->textureIndex_++;
    82         if (this->textureIndex_ > this->maxTextureIndex_)
    83             this->textureIndex_ = 1;
     82        return this->processCollision(otherObject, contactPoint, cs);
     83    }
    8484
    85         this->setMaterial(this->materialBase_);
     85    void HoverGunProjectile::setCollisionShapeRadius(float radius)
     86    {
     87        if (collisionShape_ != nullptr && radius > 0)
     88        {
     89            collisionShape_->setRadius(radius);
     90        }       
    8691    }
    8792}
  • code/branches/Boxhead_FS19/src/modules/weapons/projectiles/HoverGunProjectile.h

    r12274 r12284  
    2121 *
    2222 *   Author:
    23  *      Joel Smely
     23 *      Fabian 'x3n' Landau
    2424 *   Co-authors:
    25  *      ...
     25 *      simonmie
    2626 *
    2727 */
     
    3737#include "weapons/WeaponsPrereqs.h"
    3838
    39 #include <string>
    4039#include "tools/Timer.h"
    41 #include "BillboardProjectile.h"
     40#include "worldentities/MovableEntity.h"
     41#include "objects/collisionshapes/SphereCollisionShape.h"
     42
     43#include "BasicProjectile.h"
    4244
    4345namespace orxonox
     
    4648    /**
    4749    @brief
    48         The HoverGunProjectile is a projectile that is represented by a looped series of billboards.
    49        
     50        Represents all 'standard' projectiles.
     51
    5052    @author
    51         Joel Smely
     53        Fabian 'x3n' Landau
     54    @author
     55        Simon Miescher
    5256    @ingroup WeaponsProjectiles
    5357    */
    54     class _WeaponsExport HoverGunProjectile : public BillboardProjectile
     58    class _WeaponsExport HoverGunProjectile : public MovableEntity, public BasicProjectile
    5559    {
    5660        public:
    5761            HoverGunProjectile(Context* context);
    58             virtual ~HoverGunProjectile() {}
     62            virtual ~HoverGunProjectile();
    5963
    60             virtual void setMaterial(const std::string& material) override;
     64            void setConfigValues();
    6165
    62 /**
    63     @file LightningGunProjectile.h
    64     @brief Definition of the LightningGunProjectile class.
    65 */
     66           
     67            virtual bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) override;
    6668
    67 #ifndef _HoverGunProjectile_H__
    68 #define _HoverGunProjectile_H__
    69 
    70 #include "weapons/WeaponsPrereqs.h"
    71 
    72 #include <string>
    73 #include "tools/Timer.h"
    74 #include "BillboardProjectile.h"
    75 
    76 namespace orxonox
    77 {
    78 
    79     /**
    80     @brief
    81         The LightningGunProjectile is a projectile that is represented by a looped series of billboards.
    82        
    83     @author
    84         Joel Smely
    85     @ingroup WeaponsProjectiles
    86     */
    87     class _WeaponsExport HoverGunProjectile : public BillboardProjectile
    88     {
    89         public:
    90             HoverGunProjectile(Context* context);
    91             virtual ~HoverGunProjectile() {}
    92 
    93             virtual void setMaterial(const std::string& material) override;
     69        protected:
     70            virtual void setCollisionShapeRadius(float radius);
     71            float lifetime_; //!< The time the projectile exists.
    9472
    9573        private:
    96             void registerVariables();
    97             void changeTexture();
    98            
    99             unsigned int textureIndex_; //!< The current index of the texture. (i.e. the index of the currently displayed texture)
    100             unsigned int maxTextureIndex_; //!< The maximal index.
    101             Timer textureTimer_; //!< A timer that loops and changes textures each time it expires.
    102             std::string materialBase_; //!< The base name of the material.
     74            Timer destroyTimer_; //!< Timer to destroy the projectile after its lifetime has run out.
     75            WeakPtr<SphereCollisionShape> collisionShape_; // The collision shape of the projectile.
    10376    };
    10477}
    10578
    106 #endif /* _HoverGunProjectile_H__ */
     79#endif /* _Projectile_H__ */
  • code/branches/Boxhead_FS19/src/modules/weapons/weaponmodes/HoverGun.cc

    r12273 r12284  
    2121 *
    2222 *   Author:
    23  *      Joel Smely
     23 *      Hagen Seifert
    2424 *   Co-authors:
    2525 *      simonmie
     
    3535
    3636#include "core/CoreIncludes.h"
     37#include "core/XMLPort.h"
     38#include "core/command/Executor.h"
     39
     40#include "graphics/Model.h"
    3741#include "weaponsystem/Weapon.h"
    3842#include "weaponsystem/WeaponPack.h"
    3943#include "weaponsystem/WeaponSystem.h"
     44#include "worldentities/WorldEntity.h"
    4045#include "worldentities/pawns/Pawn.h"
    4146
    4247#include "weapons/projectiles/HoverGunProjectile.h"
     48#include "weapons/MuzzleFlash.h"
    4349
    4450namespace orxonox
     
    5056        RegisterObject(HoverGun);
    5157
    52         this->reloadTime_ = 1.0f;
    53         this->damage_ = 0.0f;
     58        this->reloadTime_ = 0.25f;
     59        this->damage_ = 0.0f; //default 15
    5460        this->speed_ = 750.0f;
     61        this->delay_ = 0.0f;
     62        this->setMunitionName("LaserMunition");
     63        this->mesh_ = "laserbeam.mesh";
    5564
    56         this->setMunitionName("HoverMunition");
    57         this->setFireSound("sounds/Weapon_HoverGun.ogg");
    5865
    59         hudImageString_ = "Orxonox/WSHUD_WM_HoverGun";
     66        this->delayTimer_.setTimer(this->delay_, false, createExecutor(createFunctor(&HoverGun::shot, this)));
     67        this->delayTimer_.stopTimer();
     68
     69        this->setFireSound("sounds/Weapon_HsW01.ogg");
     70        this->setReloadSound("sounds/Reload_HsW01.ogg", 0.5);
     71
     72        hudImageString_ = "Orxonox/WSHUD_WM_HsW01";
    6073    }
    6174
     
    6477    }
    6578
     79    void HoverGun::XMLPort(Element& xmlelement, XMLPort::Mode mode)
     80    {
     81        SUPER(HoverGun, XMLPort, xmlelement, mode);
     82
     83        XMLPortParam(HoverGun, "delay", setDelay, getDelay, xmlelement, mode);
     84        XMLPortParam(HoverGun, "material", setMaterial, getMaterial, xmlelement, mode);
     85        XMLPortParam(HoverGun, "projectileMesh", setMesh, getMesh, xmlelement, mode);
     86        XMLPortParam(HoverGun, "sound", setSound, getSound, xmlelement, mode);
     87    }
     88
     89    /**
     90    @brief
     91        Set the firing delay.
     92    @param delay
     93        The firing delay in seconds.
     94    */
     95    void HoverGun::setDelay(float delay)
     96    {
     97        this->delay_ = delay;
     98        this->delayTimer_.setInterval(this->delay_);
     99    }
     100
     101    void HoverGun::fire()
     102    {
     103        this->delayTimer_.startTimer();
     104    }
     105
    66106    /**
    67107    @brief
    68108        Fires the weapon. Creates a projectile and fires it.
    69109    */
    70     void HoverGun::fire()
     110    void HoverGun::shot()
    71111    {
     112        assert( this->getWeapon() && this->getWeapon()->getWeaponPack() && this->getWeapon()->getWeaponPack()->getWeaponSystem() && this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn() );
     113
     114        // Create the projectile.
    72115        HoverGunProjectile* projectile = new HoverGunProjectile(this->getContext());
    73         projectile->setMaterial("Flares/HoverBall_");
     116        Model* model = new Model(projectile->getContext());
     117        model->setMeshSource(mesh_);
     118        model->setCastShadows(false);
     119        projectile->attach(model);
     120        model->setScale(5);
    74121
    75122        this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition());
     
    82129        projectile->setShieldDamage(this->getShieldDamage());
    83130        projectile->setHealthDamage(this->getHealthDamage());
     131
     132        // Display the muzzle flash.
     133        this->HoverGun::muzzleflash();
     134    }
     135
     136    /**
     137    @brief
     138        Displays the muzzle flash.
     139    */
     140    void HoverGun::muzzleflash()
     141    {
     142        MuzzleFlash *muzzleFlash = new MuzzleFlash(this->getContext());
     143        this->getWeapon()->attach(muzzleFlash);
     144        muzzleFlash->setPosition(this->getMuzzleOffset());
     145        muzzleFlash->setMaterial(this->material_);
    84146    }
    85147}
  • code/branches/Boxhead_FS19/src/modules/weapons/weaponmodes/HoverGun.h

    r12273 r12284  
    2121 *
    2222 *   Author:
    23  *      Joel Smely
     23 *      Hagen Seifert
    2424 *   Co-authors:
    2525 *      ...
     
    3636
    3737#include "weapons/WeaponsPrereqs.h"
     38
     39#include "tools/Timer.h"
    3840#include "weaponsystem/WeaponMode.h"
    3941
     
    4345    /**
    4446    @brief
    45         A slow ball of lightning.
     47        Shoots laser beams.
    4648    @author
    47         Joel Smely
     49        Hagen Seifert
    4850    @ingroup WeaponsWeaponModes
    4951    */
     
    5557
    5658            virtual void fire() override;
     59            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override;
    5760
    58        private:
     61        protected:
     62            /**
     63            @brief Set the mesh.
     64            @param mesh The mesh name.
     65            */
     66            void setMesh(const std::string& mesh)
     67                { this->mesh_ = mesh; }
     68
     69            /**
     70            @brief Get the mesh.
     71            @return Returns the mesh name.
     72            */
     73            const std::string& getMesh() const
     74                { return this->mesh_; }
     75
     76            /**
     77            @brief Set the sound.
     78            @param sound The Sound name.
     79            */
     80            void setSound(const std::string& sound)
     81                { this->sound_ = sound; }
     82
     83            /**
     84            @brief Get the sound.
     85            @return Returns the sound name.
     86            */
     87            const std::string& getSound() const
     88                { return this->sound_; }
     89
     90            /**
     91            @brief Set the material.
     92            @param material The material name.
     93            */
     94            void setMaterial(const std::string& material)
     95                { this->material_ = material; }
     96            /**
     97            @brief Get the material.
     98            @return Returns the material name.
     99            */
     100            const std::string& getMaterial() const
     101                { return this->material_; }
     102
     103            void setDelay(float delay);
     104            /**
     105            @brief Get the firing delay.
     106            @return Returns the firing delay in seconds.
     107            */
     108            float getDelay() const
     109                { return this->delay_; }
     110
     111            virtual void shot();
     112            void muzzleflash();
     113
     114            std::string material_; //!< The material.
     115            std::string mesh_; //!< The mesh.
     116            std::string sound_; //!< The sound.
     117
     118
     119
    59120            float speed_; //!< The speed of the fired projectile.
     121            float delay_; //!< The firing delay.
     122            Timer delayTimer_; //!< A timer to delay the firing.
    60123    };
    61124}
  • code/branches/Boxhead_FS19/src/modules/weapons/weaponmodes/IceGun.cc

    r11108 r12284  
    4949    IceGun::IceGun(Context* context) : WeaponMode(context)
    5050    {
     51        orxout() << "DEBUG Fire HoverGun";   
    5152        RegisterObject(IceGun);
    5253
  • code/branches/Boxhead_FS19/src/modules/weapons/weaponmodes/LightningGun.cc

    r11108 r12284  
    4848    LightningGun::LightningGun(Context* context) : WeaponMode(context)
    4949    {
     50        orxout() << "DEBUG Fire HoverGun";   
    5051        RegisterObject(LightningGun);
    5152
     
    7071    void LightningGun::fire()
    7172    {
     73
    7274        LightningGunProjectile* projectile = new LightningGunProjectile(this->getContext());
    7375        projectile->setMaterial("Flares/LightningBall_");
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