[11506] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Florian Zinggeler |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file InvaderEnemy.h |
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| 31 | @brief Declaration of the InvaderEnemy class. |
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| 32 | */ |
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| 33 | |
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[11516] | 34 | #include "AsteroidsStone.h" |
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[11506] | 35 | #include "core/CoreIncludes.h" |
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[11516] | 36 | #include "Asteroids.h" |
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| 37 | #include "AsteroidsShip.h" |
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| 38 | #include <cmath> |
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| 39 | #include "util/Math.h" |
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[11506] | 40 | |
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| 41 | namespace orxonox |
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| 42 | { |
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[11516] | 43 | RegisterClass(AsteroidsStone); |
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[11528] | 44 | //pawn kann sterben -> nach dem Tot sollen aber 2 Asteroiden spawnen |
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| 45 | AsteroidsStone::AsteroidsStone(Context* context) : Pawn(context) |
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[11506] | 46 | { |
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[11516] | 47 | RegisterObject(AsteroidsStone); |
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[11506] | 48 | |
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[11528] | 49 | |
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| 50 | |
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[11516] | 51 | maxspeed = 50.0f; |
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| 52 | //Random Spawn? pos= random? |
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| 53 | this->setPosition(rnd(0, fieldWidth_), rnd(0, fieldHeigth_), 0); |
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| 54 | if(r){ |
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| 55 | this.r = r*0.5; |
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| 56 | }else{ |
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| 57 | this.r = rnd(15, 50); |
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| 58 | } |
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[11506] | 59 | |
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[11516] | 60 | //random Geschwindigkeit und Richtung |
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| 61 | velocity.x = rnd(0, maxspeed); |
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| 62 | velocity.y = rnd(0, maxspeed); |
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[11506] | 63 | } |
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[11516] | 64 | //Bis hier geschrieben |
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| 65 | void AsteroidsStone::tick(float dt) |
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| 66 | { |
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| 67 | Vector3 pos = this->getPosition(); |
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| 68 | pos.x += velocity.x*dt; |
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| 69 | pos.y += velocity.y*dt; |
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| 70 | setPosition(pos); |
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| 71 | SUPER(AsteroidsStone, tick, dt); |
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| 72 | } |
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[11506] | 73 | |
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[11516] | 74 | inline bool AsteroidsStone::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) |
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[11506] | 75 | { |
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| 76 | if(orxonox_cast<InvaderShip*>(otherObject)) |
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| 77 | removeHealth(2000); |
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| 78 | return false; |
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| 79 | } |
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| 80 | |
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| 81 | |
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| 82 | } |
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