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Changeset 8577 for code/branches


Ignore:
Timestamp:
May 25, 2011, 9:07:17 PM (14 years ago)
Author:
dafrick
Message:

Cleanup. Adding shield and boost shaking to Assff.

Location:
code/branches/gameimmersion
Files:
9 edited
1 moved

Legend:

Unmodified
Added
Removed
  • code/branches/gameimmersion/data/levels/includes/weaponSettingsAssff.oxi

    r7845 r8577  
    2626          <HsW01 mode=0 munitionpershot=0 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" />
    2727          <HsW01 mode=0 munitionpershot=0 delay=0     damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" />
    28           <LightningGun mode=1 muzzleoffset="0,0,0" damage=23 />
     28          <LightningGun mode=1 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20 />
    2929        </Weapon>
    3030        <Weapon>
     
    3636          <HsW01 mode=0 munitionpershot=0 delay=0     damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" />
    3737          <HsW01 mode=0 munitionpershot=0 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" />
    38           <LightningGun mode=1 muzzleoffset="0,0,0" damage=23 />
     38          <LightningGun mode=1 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20 />
    3939        </Weapon>
    4040        <Weapon>
    41           <SimpleRocketFire mode=2 muzzleoffset="0,0,0" damage=50 />
    42           <RocketFire mode=3 muzzleoffset="0,0,0" damage=100 />
     41          <SimpleRocketFire mode=2 muzzleoffset="0,0,0" damage=30 shielddamage=20 />
     42          <RocketFire mode=3 muzzleoffset="0,0,0" damage=30 healthdamage=50 shielddamage=20 />
    4343        </Weapon>
    4444      </WeaponPack>
  • code/branches/gameimmersion/data/levels/shieldTest.oxw

    r8573 r8577  
    11<LevelInfo
    2  name = "shield-test-level"
     2 name = "Shield Testlevel"
    33 description = "A simple Level with one shielded drone to shoot at"
     4 tags = "test"
    45/>
    56
     
    2930
    3031<Drone name="meineDrohne"
    31         primarythrust=          "80"
    32         auxilarythrust=         "10"
    33         rotationthrust=         "10"
    34         mass=                   "50"
    35         linearDamping=          "0.9"
    36         angularDamping=         "0.7"
     32    primarythrust= "80"
     33    auxilarythrust= "10"
     34    rotationthrust= "10"
     35    mass= "50"
     36    linearDamping= "0.9"
     37    angularDamping= "0.7"
    3738
    38         health=                 100
    39         maxhealth=              150
    40         inithealth=             200
     39    health= 100
     40    maxhealth= 150
     41    inithealth= 200
    4142
    42         shieldhealth=           100
    43         initialshieldhealth=    200
    44         maxshieldhealth=        250
     43    shieldhealth= 100
     44    initialshieldhealth= 200
     45    maxshieldhealth= 250
    4546
    46         shieldabsorption=       1
     47    shieldabsorption= 1
    4748
    48         reloadrate=             "10"
    49         reloadwaittime=         1
     49    reloadrate= "10"
     50    reloadwaittime= 1
    5051
    5152>
  • code/branches/gameimmersion/data/levels/templates/spaceshipAssff.oxt

    r7845 r8577  
    1212   initialhealth     = 100
    1313
    14    primaryThrust     = 100;
    15    auxilaryThrust    = 30;
    16    rotationThrust    = 25;
     14   shieldhealth        = 30
     15   initialshieldhealth = 30
     16   maxshieldhealth     = 50
     17   shieldabsorption    = 0.8
     18   reloadrate          = 1
     19   reloadwaittime      = 1
     20
     21   primaryThrust     = 100
     22   auxilaryThrust    = 30
     23   rotationThrust    = 25
     24
     25   boostPower            = 15
     26   boostPowerRate        = 1
     27   boostRate             = 5
     28   boostCooldownDuration = 10
     29
     30   shakeFrequency = 15
     31   shakeAmplitude = 7
    1732
    1833   collisionType     = "dynamic"
  • code/branches/gameimmersion/src/orxonox/graphics/Camera.cc

    r8138 r8577  
    4848    CreateFactory(Camera);
    4949
    50     //Camera::Camera(BaseObject* creator) : StaticEntity(creator)
    5150    Camera::Camera(BaseObject* creator) : MovableEntity(creator)
    5251    {
  • code/branches/gameimmersion/src/orxonox/graphics/Camera.h

    r8138 r8577  
    3636#include "tools/interfaces/Tickable.h"
    3737#include "tools/interfaces/TimeFactorListener.h"
    38 //#include "worldentities/StaticEntity.h"
    3938#include "worldentities/MovableEntity.h"
    4039
    4140namespace orxonox
    4241{
    43     //class _OrxonoxExport Camera : public StaticEntity, public Tickable, public TimeFactorListener, public WindowEventListener
     42
    4443    class _OrxonoxExport Camera : public MovableEntity, public TimeFactorListener, public WindowEventListener
    4544    {
  • code/branches/gameimmersion/src/orxonox/weaponsystem/WeaponMode.cc

    r8386 r8577  
    6666
    6767        this->damage_ = 0;
    68 ///////////////////me
    6968        this->healthdamage_ = 0;
    7069        this->shielddamage_ = 0;
    71 ///////////////////end me
     70
    7271        this->muzzleOffset_ = Vector3::ZERO;
    7372        this->muzzlePosition_ = Vector3::ZERO;
     
    109108
    110109        XMLPortParam(WeaponMode, "damage",           setDamage,           getDamage,           xmlelement, mode);
    111 //////////me
    112110        XMLPortParam(WeaponMode, "healthdamage",     setHealthDamage,     getHealthDamage,     xmlelement, mode);
    113111        XMLPortParam(WeaponMode, "shielddamage",     setShieldDamage,     getShieldDamage,     xmlelement, mode);
    114 /////////end me
    115112        XMLPortParam(WeaponMode, "muzzleoffset",     setMuzzleOffset,     getMuzzleOffset,     xmlelement, mode);
    116113    }
  • code/branches/gameimmersion/src/orxonox/weaponsystem/WeaponMode.h

    r8533 r8577  
    107107            inline float getDamage() const
    108108                { return this->damage_; }
    109 ////////////////////me, copied to projectile.cc
    110 
    111109            inline void setHealthDamage(float healthdamage)
    112110                { this->healthdamage_ = healthdamage; }
     
    119117                { return this->shielddamage_; }
    120118
    121 ///////////////////end me
    122119            inline void setMuzzleOffset(const Vector3& offset)
    123120                { this->muzzleOffset_ = offset; }
  • code/branches/gameimmersion/src/orxonox/worldentities/pawns/Pawn.cc

    r8575 r8577  
    130130        XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0);
    131131        XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f);
    132 
    133         //TODO: DEFINES fuer defaultwerte (hier und weiter oben dieselben)
    134132    }
    135133
     
    227225    }
    228226
    229     /* Old damage function.
    230      * For effects causing only damage not specifically to shield or health
    231      */
    232     void Pawn::damage(float damage, Pawn* originator)
    233     {
    234         if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
    235         {
    236             //share the dealt damage to the shield and the Pawn.
    237             float shielddamage = damage*this->shieldAbsorption_;
    238             float healthdamage = damage*(1-this->shieldAbsorption_);
    239 
    240             // In case the shield can not take all the shield damage.
    241             if (shielddamage > this->getShieldHealth())
    242             {
    243                 healthdamage += shielddamage-this->getShieldHealth();
    244                 this->setShieldHealth(0);
    245             }
    246 
    247             this->setHealth(this->health_ - healthdamage);
    248 
    249             if (this->getShieldHealth() > 0)
    250             {
    251                 this->setShieldHealth(this->shieldHealth_ - shielddamage);
    252             }
    253 
    254             this->lastHitOriginator_ = originator;
    255 
    256             // play damage effect
    257         }
    258     }
    259 
    260     /* Does damage to the pawn, splits it up to shield and health.
    261      * Sets lastHitOriginator.
    262      */
    263227    void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator)
    264228    {
     
    284248
    285249            this->lastHitOriginator_ = originator;
    286 
    287             // play damage effect
    288         }
    289     }
    290 
    291 
     250        }
     251    }
     252
     253// TODO: Still valid?
    292254/* HIT-Funktionen
    293255    Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden! (Visuelle Effekte)
     
    295257*/
    296258
    297     /* Old hit function, calls the old damage function and changes velocity vector
    298      */
    299     void Pawn::hit(Pawn* originator, const Vector3& force, float damage)
    300     {
    301         if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
    302         {
    303             this->damage(damage, originator);
    304             this->setVelocity(this->getVelocity() + force);
    305 
    306             // play hit effect
    307         }
    308     }
    309 
    310     /* calls the damage function and adds the force that hit the pawn to the velocity vector
    311      */
    312259    void Pawn::hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage)
    313260    {
     
    316263            this->damage(damage, healthdamage, shielddamage, originator);
    317264            this->setVelocity(this->getVelocity() + force);
    318 
    319             // play hit effect
    320         }
    321     }
    322 
    323     /* Old hit (2) function, calls the old damage function and hits controller
    324      */
    325     void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
    326     {
    327         if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
    328         {
    329             this->damage(damage, originator);
    330 
    331             if ( this->getController() )
    332                 this->getController()->hit(originator, contactpoint, damage);
    333 
    334             // play hit effect
    335         }
    336     }
    337 
    338     /* Hit (2) function, calls the damage function and hits controller
    339      */
     265        }
     266    }
     267
     268
    340269    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage)
    341270    {
     
    346275            if ( this->getController() )
    347276                this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage?
    348 
    349             // play hit effect
    350277        }
    351278    }
  • code/branches/gameimmersion/src/orxonox/worldentities/pawns/Pawn.h

    r8386 r8577  
    5353            inline bool isAlive() const
    5454                { return this->bAlive_; }
    55 
    56 ///////////////////////////////// me
    57             virtual void setReloadRate(float reloadrate);
    58             inline float getReloadRate() const
    59                 { return this->reloadRate_; }
    60 
    61             inline void addShieldHealth(float amount)
    62             { this->setShieldHealth(this->shieldHealth_ + amount); }
    63 
    64             inline bool hasShield()
    65             { return (this->getShieldHealth() > 0); }
    66 
    67             virtual void setReloadWaitTime(float reloadwaittime);
    68             inline float getReloadWaitTime() const
    69                 { return this->reloadWaitTime_; }
    70 
    71             inline void resetReloadCountdown()
    72             { this->reloadWaitCountdown_ = 0; }
    73 
    74             inline void startReloadCountdown()
    75             { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } //in projectile.cc einbauen!!!!!!1111!!111!
    76 
    77             virtual void decreaseReloadCountdownTime(float dt);
    78 
    79             virtual void setMaxShieldHealth(float maxshieldhealth);
    80             inline float getMaxShieldHealth() const
    81                 { return this->maxShieldHealth_; }
    82 
    83             inline void setInitialShieldHealth(float initialshieldhealth)
    84                 { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); }
    85             inline float getInitialShieldHealth() const
    86                 { return this->initialShieldHealth_; }
    87 
    88             inline void restoreInitialShieldHealth()
    89                 { this->setShieldHealth(this->initialShieldHealth_); }
    90             inline void restoreMaxShieldHealth()
    91                 { this->setShieldHealth(this->maxShieldHealth_); }
    92 
    93 
    94 ///////////////////////////////// end me
    9555
    9656            virtual void setHealth(float health);
     
    11777            { return this->shieldHealth_; }
    11878
     79            inline void addShieldHealth(float amount)
     80            { this->setShieldHealth(this->shieldHealth_ + amount); }
     81
     82            inline bool hasShield()
     83            { return (this->getShieldHealth() > 0); }
     84
     85            virtual void setMaxShieldHealth(float maxshieldhealth);
     86            inline float getMaxShieldHealth() const
     87                { return this->maxShieldHealth_; }
     88
     89            inline void setInitialShieldHealth(float initialshieldhealth)
     90                { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); }
     91            inline float getInitialShieldHealth() const
     92                { return this->initialShieldHealth_; }
     93
     94            inline void restoreInitialShieldHealth()
     95                { this->setShieldHealth(this->initialShieldHealth_); }
     96            inline void restoreMaxShieldHealth()
     97                { this->setShieldHealth(this->maxShieldHealth_); }
     98
    11999            inline void setShieldAbsorption(float shieldAbsorption)
    120100            { this->shieldAbsorption_ = shieldAbsorption; }
     
    122102            { return this->shieldAbsorption_; }
    123103
     104            // TODO: Rename to shieldRechargeRate
     105            virtual void setReloadRate(float reloadrate);
     106            inline float getReloadRate() const
     107                { return this->reloadRate_; }
     108
     109            virtual void setReloadWaitTime(float reloadwaittime);
     110            inline float getReloadWaitTime() const
     111                { return this->reloadWaitTime_; }
     112
     113            inline void resetReloadCountdown()
     114            { this->reloadWaitCountdown_ = 0; }
     115
     116            inline void startReloadCountdown()
     117            { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } // TODO: Implement in Projectile.cc
     118
     119            virtual void decreaseReloadCountdownTime(float dt);
     120
    124121            inline ControllableEntity* getLastHitOriginator() const
    125122                { return this->lastHitOriginator_; }
    126123
    127             virtual void hit(Pawn* originator, const Vector3& force, float damage);
    128             virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
    129 /////////me
    130             virtual void hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage);
    131             virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage);
    132 ////////end me
     124            //virtual void hit(Pawn* originator, const Vector3& force, float damage);
     125            //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
     126            virtual void hit(Pawn* originator, const Vector3& force, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
     127            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
     128
    133129            virtual void kill();
    134130
     
    186182            virtual void spawneffect();
    187183
    188             virtual void damage(float damage, Pawn* originator = 0);
    189 //////////me
    190             virtual void damage(float damage, float healthdamage, float shielddamage, Pawn* originator);
    191 /////////end me
     184            //virtual void damage(float damage, Pawn* originator = 0);
     185            virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL);
    192186
    193187            bool bAlive_;
     
    198192                { return NULL; }
    199193
    200 /////////////////////////// me
     194            float health_;
     195            float maxHealth_;
     196            float initialHealth_;
     197           
     198            float shieldHealth_;
     199            float maxShieldHealth_;
     200            float initialShieldHealth_;
     201            float shieldAbsorption_; // Has to be between 0 and 1
    201202            float reloadRate_;
    202203            float reloadWaitTime_;
    203204            float reloadWaitCountdown_;
    204 
    205             float maxShieldHealth_;
    206             float initialShieldHealth_;
    207 
    208 ////////////////////////// end me
    209 
    210             float health_;
    211             float maxHealth_;
    212             float initialHealth_;
    213             float shieldHealth_;
    214             float shieldAbsorption_; // Has to be between 0 and 1
    215205
    216206            WeakPtr<Pawn> lastHitOriginator_;
  • code/branches/gameimmersion/src/orxonox/worldentities/pawns/SpaceShip.cc

    r8575 r8577  
    107107        XMLPortParamVariable(SpaceShip, "boostCooldownDuration", boostCooldownDuration_, xmlelement, mode);
    108108        XMLPortParamVariable(SpaceShip, "shakeFrequency", shakeFrequency_, xmlelement, mode);
     109        XMLPortParamVariable(SpaceShip, "shakeAmplitude", shakeAmplitude_, xmlelement, mode);
    109110    }
    110111
     
    114115        registerVariable(this->auxilaryThrust_, VariableDirection::ToClient);
    115116        registerVariable(this->rotationThrust_, VariableDirection::ToClient);
     117        // TODO: Synchronization of boost needed?
    116118        registerVariable(this->boostPower_, VariableDirection::ToClient);
    117119        registerVariable(this->boostPowerRate_, VariableDirection::ToClient);
     
    119121        registerVariable(this->boostCooldownDuration_, VariableDirection::ToClient);
    120122        registerVariable(this->shakeFrequency_, VariableDirection::ToClient);
     123        registerVariable(this->shakeAmplitude_, VariableDirection::ToClient);
    121124    }
    122125
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