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source: code/branches/OrxoBlox_FS19/src/modules/weapons/projectiles/BallProjectile.cc @ 12388

Last change on this file since 12388 was 12388, checked in by pomselj, 5 years ago

Projectiles die with level up

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file ParticleProjectile.h
31    @brief Implementation of the ParticleProjectile class.
32*/
33
34#include "BallProjectile.h"
35#include "gametypes/Gametype.h"
36
37
38#include <OgreParticleEmitter.h>
39#include "core/CoreIncludes.h"
40#include "tools/ParticleInterface.h"
41#include "Scene.h"
42#include "core/command/Executor.h"
43#include "util/Convert.h"
44#include <bullet/BulletCollision/NarrowPhaseCollision/btManifoldPoint.h>
45#include <bullet/LinearMath/btVector3.h>
46
47namespace orxonox
48{
49    RegisterClass(BallProjectile);
50
51    BallProjectile::BallProjectile(Context* context) : BillboardProjectile(context)
52    {
53        RegisterObject(BallProjectile);
54        this->textureIndex_ = 1;
55        this->setMass(0.1f);
56        this->maxTextureIndex_ = 8;
57        this->setDestroyAfterCollision(false); //I want the ball to bounce, not to be destroyed
58        this->fieldWidth_ = 46;
59        this->fieldHeight_ =  49;
60        this->orxoblox_ = this->getOrxoBlox();
61        this->setCollisionShapeRadius(2.5);
62
63        //setEffect("Orxonox/sparks2");
64    }
65
66    void BallProjectile::registerVariables()
67    {
68        registerVariable(this->materialBase_);
69        registerVariable( this->speed_ );
70    }
71
72    /**
73    @brief
74        Set the material.
75    @param material
76        The name of the material. Material names with 1 to 8 appended must exist.
77    */
78    void BallProjectile::setMaterial(const std::string& material)
79    {
80        this->materialBase_ = material;
81
82        BillboardProjectile::setMaterial(material + multi_cast<std::string>(this->textureIndex_));
83    }
84
85    /**
86    @brief
87        Change the texture.
88    */
89    void BallProjectile::changeTexture()
90    {
91        this->textureIndex_++;
92        if (this->textureIndex_ > this->maxTextureIndex_)
93            this->textureIndex_ = 1;
94
95        this->setMaterial(this->materialBase_);
96    }
97
98
99
100    void BallProjectile::Bounce(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs) {
101
102        Vector3 velocity = this->getVelocity();
103        Vector3 myPosition = otherObject->getPosition();
104        btVector3 positionOtherObject = contactPoint.getPositionWorldOnA();
105       
106            int distance_X = positionOtherObject.getX() - myPosition.x;
107            int distance_Z = positionOtherObject.getZ() - myPosition.z;
108
109            if (distance_X < 0)
110                distance_X = -distance_X;
111   
112
113            if (distance_Z < 0)
114                distance_Z = -distance_Z;
115
116            //orxout() << distance_X << endl;
117            //orxout() << distance_Z << endl;
118
119            if (distance_X < distance_Z) {
120                velocity.z = -velocity.z;
121                //orxout() << "z" << endl;
122            }
123            if (distance_Z < distance_X) {
124                velocity.x = -velocity.x;
125                //orxout() << "x" << endl;
126            }
127            else {
128                velocity.x = -velocity.x;
129                velocity.z = -velocity.z;
130                //orxout() << "both" << endl;
131            }
132            this->setVelocity(velocity);
133        //}
134    }
135
136   
137    bool BallProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs)
138    {
139        bool result = BasicProjectile::processCollision(otherObject, contactPoint, cs);
140        if (result == true) {
141            if (otherObject->isA(Class(OrxoBloxStones))) {
142                Bounce(otherObject, contactPoint, cs);
143                orxout() << "BOUNCED!" << endl;
144            }
145        }
146        return result;
147    }
148
149
150   
151    OrxoBlox* BallProjectile::getOrxoBlox()
152    {
153        if (this->getGametype() != nullptr && this->getGametype()->isA(Class(OrxoBlox)))
154        {
155            OrxoBlox* orxobloxGametype = orxonox_cast<OrxoBlox*>(this->getGametype());
156            return orxobloxGametype;
157        }
158        else orxout()<<"There is no Gametype for OrxoBlox! ask Anna"<< endl;
159        return nullptr;
160    }
161   
162
163
164    void BallProjectile::tick(float dt)
165    {
166        SUPER(BallProjectile, tick, dt);
167
168               // Get the current position, velocity and acceleration of the ball.
169        bool suicidal = false;
170        Vector3 position = this->getPosition();
171        Vector3 velocity = this->getVelocity();
172        Vector3 acceleration = this->getAcceleration();
173
174        velocity.y = 0;
175        position.y = 0;
176
177        // If the ball has gone over the top or bottom boundary of the playing field (i.e. the ball has hit the top or bottom delimiters).
178        if (position.z > this->fieldHeight_ || position.z < -this->fieldHeight_)
179        {
180
181            velocity.z = -velocity.z;
182            // And its position is set as to not overstep the boundary it has just crossed. Remember z axis is reverted!!!
183            if (position.z > this->fieldHeight_){
184                // Set the ball to be exactly at the boundary.
185                position.z = this-> fieldHeight_;
186               
187                orxoblox_->LevelUp();
188                suicidal = true;
189               
190            }
191            if (position.z < -this->fieldHeight_){
192                position.z = -this->fieldHeight_;
193               
194            }
195
196            this->fireEvent();
197        }
198       
199        //Ball hits the right or left wall and should bounce back.
200        // If the ball has crossed the left or right boundary of the playing field.
201        if (position.x > this->fieldWidth_ || position.x < -this->fieldWidth_)
202        {
203            //Ball hits the right Wall
204            if (position.x > this->fieldWidth_)
205                {
206                    // Set the ball to be exactly at the boundary.
207                    position.x = this->fieldWidth_;
208                    // Invert its velocity in x-direction (i.e. it bounces off).
209                    velocity.x = -velocity.x;
210                    this->fireEvent();
211                    }
212
213            //Ball hits the left wall
214            else if (position.x < -this->fieldWidth_)
215                {
216                        // Set the ball to be exactly at the boundary.
217                        position.x = -this->fieldWidth_;
218                        // Invert its velocity in x-direction (i.e. it bounces off).
219                        velocity.x = -velocity.x;
220                        this->fireEvent();
221                    }
222        }
223
224        // Set the position, velocity and acceleration of the ball, if they have changed.
225        if (acceleration != this->getAcceleration())
226            this->setAcceleration(acceleration);
227        if (velocity != this->getVelocity())
228            this->setVelocity(velocity);
229        if (position != this->getPosition())
230            this->setPosition(position);
231        //this->Collides((this->orxoblox_->CheckForCollision(this)));
232        if (suicidal == true) {
233            this->destroy();
234        }
235
236    }
237
238
239
240    void BallProjectile::setSpeed(float speed)
241    {
242        if (speed != this->speed_) // If the speed changes
243        {
244            this->speed_ = speed;
245
246            // Set the speed in the direction of the balls current velocity.
247            Vector3 velocity = this->getVelocity();
248            if (velocity.x != 0)
249                velocity.x = sgn(velocity.x) * this->speed_;
250            else // If the balls current velocity is zero, the speed is set in a random direction.
251                velocity.x = this->speed_ * sgn(rnd(-1,1));
252
253            this->setVelocity(velocity);
254        }
255    }
256
257    void BallProjectile::destroyObject(void)
258    {
259        if(GameMode::isMaster()) {
260        }
261    }
262
263
264
265}
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