[11379] | 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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[11416] | 23 | * Julien Kindle |
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[11379] | 24 | * Co-authors: |
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[11599] | 25 | * Noah Zarro |
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| 26 | * Theo von Arx |
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[11416] | 27 | * |
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[11379] | 28 | * |
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| 29 | */ |
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| 30 | |
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| 31 | /** |
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| 32 | @file SOBFigure.cc |
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| 33 | @brief This class represents your figure when you play the minigame. Here the movement of the figure, activating items, ... are handled. |
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| 34 | */ |
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| 35 | |
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| 36 | #include "SOBFigure.h" |
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| 37 | |
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| 38 | #include "core/CoreIncludes.h" |
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| 39 | #include "core/XMLPort.h" |
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| 40 | #include "graphics/Model.h" |
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[11383] | 41 | #include "graphics/Camera.h" |
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[11400] | 42 | #include "graphics/ParticleSpawner.h" |
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[11577] | 43 | #include <OgreMath.h> |
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[11379] | 44 | |
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[11402] | 45 | #include "SOBMushroom.h" |
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[11412] | 46 | #include "SOBGumba.h" |
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[11575] | 47 | #include "SOBFireball.h" |
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[11405] | 48 | #include "SOB.h" |
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[11412] | 49 | #include "SOBFlagstone.h" |
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[11416] | 50 | #include "SOBCastlestone.h" |
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[11573] | 51 | #include "SOBFireball.h" |
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[11601] | 52 | #include "Highscore.h" |
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[11418] | 53 | #include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h> |
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[11400] | 54 | |
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[11379] | 55 | namespace orxonox |
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| 56 | { |
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| 57 | RegisterClass(SOBFigure); |
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| 58 | |
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| 59 | SOBFigure::SOBFigure(Context* context) : ControllableEntity(context) |
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| 60 | { |
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| 61 | RegisterObject(SOBFigure); |
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| 62 | |
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| 63 | // initialize variables |
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[11416] | 64 | gravityAcceleration_ = 350.0; |
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[11383] | 65 | |
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[11416] | 66 | //Vars for movement of player |
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[11578] | 67 | moveUpPressed_ = false; |
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| 68 | moveDownPressed_ = false; |
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| 69 | moveLeftPressed_ = false; |
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| 70 | moveDownPressed_ = false; |
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| 71 | firePressed_ = false; |
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| 72 | collDisZ_ = 0; |
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[11517] | 73 | |
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[11416] | 74 | //Times and turning |
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[11578] | 75 | timeSinceLastFire_ = 0.0; |
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| 76 | lastSpeed_z = 0.0; |
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| 77 | pitch_ = 0.0; |
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| 78 | timeCounter_ = 0; |
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[11416] | 79 | |
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| 80 | //Properties of player |
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[11383] | 81 | |
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[11578] | 82 | isColliding_ = true; |
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| 83 | particlespawner_ = NULL; |
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| 84 | |
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[11416] | 85 | //Properties of players life |
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[11578] | 86 | predead_ = false; |
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| 87 | dead_ = false; |
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| 88 | lvlEnded_ = false; |
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[11416] | 89 | reachedLvlEndState_ = 0; |
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| 90 | |
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[11578] | 91 | // Properties concerning PowerUps and items |
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| 92 | PowerUpCounter_ = 0; |
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| 93 | maxPowerUp_ = 2; |
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| 94 | FireballPower = 2; |
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[11573] | 95 | //Properties of fireing Fireballs, NOTE! fireballs are fired with the moveUP Key, not with the fire key |
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[11578] | 96 | fireallowed_ = true; |
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| 97 | firecooldown_ = 0; |
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[11573] | 98 | |
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[11405] | 99 | |
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[11416] | 100 | setAngularFactor(0.0); //Means player doesn't turn on collision, so he doesn't fall over while walking over the ground |
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| 101 | this->enableCollisionCallback(); // Turns on that on every collision function collidesAgainst is executed |
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[11379] | 102 | } |
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| 103 | |
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[11400] | 104 | |
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| 105 | |
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| 106 | bool SOBFigure::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { |
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| 107 | |
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[11418] | 108 | //Inform tick fct that player is colliding and tell him how far away the collision point is from player middle point in z dir |
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[11400] | 109 | isColliding_ = true; |
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[11418] | 110 | collDisZ_ = getPosition().z - contactPoint.getPositionWorldOnB().getZ(); |
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[11416] | 111 | |
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[11418] | 112 | |
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[11416] | 113 | //Orxocast returns object with casted type if otherObject has that class, and if not a nullptr |
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[11575] | 114 | SOBMushroom* mush = orxonox_cast<SOBMushroom*> (otherObject); |
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| 115 | SOBGumba* gumba = orxonox_cast<SOBGumba*> (otherObject); |
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| 116 | SOBFlagstone* flagstone = orxonox_cast<SOBFlagstone*> (otherObject); |
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| 117 | SOBCastlestone* castlestone = orxonox_cast<SOBCastlestone*> (otherObject); |
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| 118 | SOBFireball* fireball = orxonox_cast<SOBFireball*> (otherObject); |
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[11578] | 119 | SOB* SOBGame = orxonox_cast<SOB*> (getGametype()); |
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[11412] | 120 | |
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[11578] | 121 | |
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| 122 | //Check if otherObject is a powerup-mushroom |
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[11405] | 123 | if (mush != nullptr && !(mush->hasCollided_)) { |
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| 124 | otherObject->destroyLater(); |
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[11578] | 125 | |
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| 126 | PowerUpCounter_++; |
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| 127 | if(PowerUpCounter_ > maxPowerUp_) PowerUpCounter_ = maxPowerUp_; // you had already the max |
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| 128 | else this->changeClothes(); |
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| 129 | |
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[11416] | 130 | SOBGame->addMushroom(); // Tell the gametype to increase points |
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| 131 | mush->hasCollided_ = true; // needed because of destroyLater takes some time and player should receive points only once |
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[11538] | 132 | |
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[11578] | 133 | |
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[11491] | 134 | } |
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[11538] | 135 | |
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[11575] | 136 | |
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[11416] | 137 | //Check if otherObject is a Gumba (that walking enemies) |
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[11412] | 138 | |
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[11491] | 139 | else if (gumba != nullptr && !(gumba->hasCollided_)) { |
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| 140 | |
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[11556] | 141 | //If player jumps on its head, kill the Gumba, else, kill the player |
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[11412] | 142 | if (getVelocity().z >= -20) { |
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[11491] | 143 | // If player hasn't a power up, he dies. Else he shrinks and the gumba dies. |
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[11578] | 144 | if(PowerUpCounter_ == 0){ |
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[11575] | 145 | this->die(); |
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[11578] | 146 | } |
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| 147 | else{ |
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| 148 | PowerUpCounter_--; |
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| 149 | this->changeClothes(); |
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| 150 | |
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[11491] | 151 | gumba->destroyLater(); |
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| 152 | gumba->hasCollided_ = true; |
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| 153 | } |
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| 154 | |
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[11412] | 155 | } else { |
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| 156 | gumba->destroyLater(); |
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| 157 | gumba->hasCollided_ = true; |
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| 158 | SOBGame->addGumba(); |
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| 159 | |
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| 160 | |
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[11402] | 161 | } |
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[11400] | 162 | } |
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| 163 | |
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[11575] | 164 | else if (fireball != nullptr && !(fireball->hasCollided_)){ |
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[11599] | 165 | if(PowerUpCounter_ == 0){ |
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| 166 | this->die(); |
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| 167 | } |
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[11597] | 168 | PowerUpCounter_--; |
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| 169 | this->changeClothes(); |
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[11575] | 170 | } |
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| 171 | |
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[11416] | 172 | //Purpose is that if player hits the flag, he should walk into the castle at the end of the level. For that we use SOBCastlestone |
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| 173 | if (reachedLvlEndState_ == 0 && flagstone != nullptr && !(flagstone->hasCollided_)) { |
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| 174 | flagstone->hasCollided_ = true; |
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| 175 | reachedLvlEndState_ = 1; |
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[11578] | 176 | |
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[11418] | 177 | SOBGame->setDone(true); |
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[11416] | 178 | SOBGame->addPoints(flagstone->getPoints()); |
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[11418] | 179 | |
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[11400] | 180 | |
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[11416] | 181 | } |
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| 182 | if (castlestone != nullptr && !(castlestone->hasCollided_)) { |
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| 183 | castlestone->hasCollided_ = true; |
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| 184 | reachedLvlEndState_++; |
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[11400] | 185 | |
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[11416] | 186 | } |
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| 187 | |
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[11412] | 188 | return true; |
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| 189 | } |
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[11383] | 190 | |
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[11379] | 191 | |
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[11416] | 192 | //Self implemented sign function that returns either 1 or -1 (and never 0) |
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[11412] | 193 | int SOBFigure::sgn(float x) { |
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| 194 | if (x < 0.0) return -1; |
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| 195 | return 1; |
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| 196 | } |
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| 197 | |
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[11573] | 198 | //Function to spawn the Fireball |
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| 199 | void SOBFigure::spawnFireball() { |
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| 200 | SOBCenterpoint* center_ = ((SOB*)getGametype())->center_; |
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| 201 | |
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| 202 | SOBFireball* ball = new SOBFireball(center_->getContext()); |
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| 203 | Vector3 spawnpos = this->getWorldPosition(); |
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| 204 | spawnpos.z += 0; |
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| 205 | |
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| 206 | if (ball != nullptr && center_ != nullptr) |
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| 207 | { |
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| 208 | ball->addTemplate("fireball"); |
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[11577] | 209 | bool direction = ((this->getWorldOrientation().getRoll().valueRadians())>-1.6&&(this->getWorldOrientation().getRoll().valueRadians()<1.6)); |
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| 210 | ball->setDirection(direction); |
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[11592] | 211 | if(direction) |
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| 212 | { |
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| 213 | spawnpos.x+=10; |
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| 214 | } |
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| 215 | else |
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| 216 | { |
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| 217 | spawnpos.x-=10; |
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| 218 | } |
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| 219 | ball->setPosition(spawnpos); |
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[11577] | 220 | |
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[11573] | 221 | } |
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| 222 | } |
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| 223 | |
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[11416] | 224 | //For those of you who don't have an idea: the tick function is called about 50 times/sec |
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[11412] | 225 | void SOBFigure::tick(float dt) |
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| 226 | { |
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| 227 | SUPER(SOBFigure, tick, dt); |
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| 228 | |
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[11416] | 229 | |
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| 230 | bool inputAllowed = true; |
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[11601] | 231 | //SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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[11416] | 232 | |
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| 233 | //the particle spawner that generates the fire from the backpack when pressed |
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[11412] | 234 | if (particlespawner_ == NULL) { |
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| 235 | for (WorldEntity* object : this->getAttachedObjects()) |
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| 236 | { |
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[11416] | 237 | if (object->isA(Class(ParticleSpawner))) |
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[11412] | 238 | particlespawner_ = object; |
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[11416] | 239 | } |
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[11599] | 240 | |
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[11405] | 241 | } |
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[11599] | 242 | |
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[11400] | 243 | |
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| 244 | |
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[11416] | 245 | //Behavior on level end - this is like described above for the movement from the player when hit the flag. He moves then into the castle |
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| 246 | if (reachedLvlEndState_ != 0) { |
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| 247 | timeCounter_+= dt; |
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| 248 | inputAllowed = false; |
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| 249 | } |
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| 250 | if (reachedLvlEndState_ == 1 && timeCounter_ >= 1.5) { |
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| 251 | timeCounter_ = 0; |
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| 252 | reachedLvlEndState_ = 2; |
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| 253 | } |
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[11400] | 254 | |
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[11402] | 255 | |
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[11416] | 256 | //if input blocked, then cancel every movement operation |
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| 257 | if (!inputAllowed) { |
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[11578] | 258 | moveUpPressed_ = false; |
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| 259 | moveDownPressed_ = false; |
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| 260 | moveLeftPressed_ = false; |
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| 261 | moveRightPressed_ = false; |
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[11416] | 262 | } |
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[11400] | 263 | |
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[11416] | 264 | //set the gravityto standard 350 |
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| 265 | if (firePressed_ == false) { |
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| 266 | gravityAcceleration_ = 350.0; |
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[11400] | 267 | |
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[11416] | 268 | } |
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[11379] | 269 | |
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[11416] | 270 | if (hasLocalController()) |
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| 271 | { |
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[11578] | 272 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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[11416] | 273 | Vector3 velocity = getVelocity(); |
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| 274 | Vector3 position = getPosition(); |
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[11402] | 275 | |
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[11416] | 276 | if (!predead_) |
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| 277 | velocity.y = 0; |
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[11418] | 278 | //If player falls in a hole |
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[11416] | 279 | if (position.z < -100) { |
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| 280 | dead_ = true; |
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[11418] | 281 | SOBGame->setDone(true); |
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[11416] | 282 | } |
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[11402] | 283 | |
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[11381] | 284 | |
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[11416] | 285 | if (dead_) { |
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| 286 | velocity.x = 0; |
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| 287 | velocity.z = 0; |
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| 288 | setVelocity(velocity); |
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[11578] | 289 | |
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[11416] | 290 | if (firePressed_) |
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| 291 | SOBGame->restart(); |
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| 292 | return; |
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| 293 | } |
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[11379] | 294 | |
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| 295 | |
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[11416] | 296 | int maxvelocity_x = 100; |
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| 297 | int speedAddedPerTick = 5; |
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| 298 | int camMaxOffset = 25; |
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[11381] | 299 | |
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[11416] | 300 | timeSinceLastFire_ += dt; |
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| 301 | lastSpeed_z = velocity.z; |
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[11381] | 302 | |
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| 303 | |
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[11405] | 304 | |
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[11416] | 305 | //Handle the rocket fire from the jetpack |
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| 306 | if (velocity.z > 40) |
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| 307 | particlespawner_->setVisible(true); |
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| 308 | else |
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| 309 | particlespawner_->setVisible(false); |
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[11599] | 310 | |
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[11405] | 311 | |
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[11418] | 312 | //If player hits space and collides against an object under him then jump |
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[11517] | 313 | if (inputAllowed && firePressed_ && isColliding_ && (collDisZ_ >= 0 && collDisZ_ <+ 10)) { |
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[11599] | 314 | gravityAcceleration_ = 350; |
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| 315 | velocity.z = 175; |
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[11392] | 316 | } |
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[11381] | 317 | |
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[11392] | 318 | |
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[11420] | 319 | //Left-right movement with acceleration and rotation |
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[11400] | 320 | float rot = getOrientation().getRoll().valueDegrees(); |
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[11383] | 321 | if (moveRightPressed_) { |
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[11412] | 322 | if (!(rot < 5.0 && -5.0 < rot)) |
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| 323 | setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() - sgn(rot)*dt*Radian(6)); |
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[11400] | 324 | |
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[11383] | 325 | if (std::abs(velocity.x) < maxvelocity_x) { |
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| 326 | velocity.x += speedAddedPerTick; |
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[11400] | 327 | |
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[11379] | 328 | } |
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[11383] | 329 | } else if (moveLeftPressed_) { |
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[11412] | 330 | if (!(abs(rot) > 175.0 )) |
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| 331 | setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() + sgn(rot)*dt*Radian(6)); |
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[11400] | 332 | |
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[11412] | 333 | |
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| 334 | |
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[11383] | 335 | if (std::abs(velocity.x) < maxvelocity_x) { |
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| 336 | velocity.x -= speedAddedPerTick; |
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[11379] | 337 | } |
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[11383] | 338 | } else { |
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| 339 | velocity.x /= 1.1; |
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[11392] | 340 | } |
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[11379] | 341 | |
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[11573] | 342 | //If moveUp pressed, fire a fireball |
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[11578] | 343 | if(moveUpPressed_ && (PowerUpCounter_ >= FireballPower) && fireallowed_) |
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[11573] | 344 | { |
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| 345 | spawnFireball(); |
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[11578] | 346 | fireallowed_ = false; |
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| 347 | firecooldown_ = 0; |
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[11573] | 348 | } |
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[11392] | 349 | |
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[11573] | 350 | //Increase the firecooldown |
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[11578] | 351 | if(firecooldown_> 0.5) |
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[11573] | 352 | { |
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[11578] | 353 | fireallowed_ = true; |
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[11573] | 354 | } |
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| 355 | if(!fireallowed_) |
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| 356 | { |
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[11578] | 357 | firecooldown_ += dt; |
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[11573] | 358 | } |
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| 359 | |
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[11416] | 360 | //Again another EndOfLevel behavior |
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| 361 | if (reachedLvlEndState_ == 1) |
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| 362 | velocity.x = -2; |
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| 363 | if (reachedLvlEndState_ == 2) |
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| 364 | velocity.x = 30; |
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| 365 | if (reachedLvlEndState_ == 3) { |
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| 366 | velocity.x = 0; |
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| 367 | velocity.y = 20; |
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[11601] | 368 | setOrientation(Vector3::UNIT_Z, Degree(90)); |
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[11416] | 369 | } |
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| 370 | if (reachedLvlEndState_ == 4) { |
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[11601] | 371 | //Highscore |
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| 372 | if (Highscore::exists()){ |
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| 373 | int score = SOBGame->getPoints(); |
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| 374 | if(score > Highscore::getInstance().getHighestScoreOfGame("Super Orxo Bros.")) |
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| 375 | Highscore::getInstance().storeHighscore("Super Orxo Bros.",score); |
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| 376 | SOBGame->newHighscore=1; |
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| 377 | |
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| 378 | } |
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[11416] | 379 | lvlEnded_ = true; |
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| 380 | dead_ = true; |
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| 381 | } |
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| 382 | |
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| 383 | //velocity = acc. * time |
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[11383] | 384 | velocity.z -= gravityAcceleration_*dt; |
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| 385 | setVelocity(velocity); |
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[11379] | 386 | |
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| 387 | |
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[11416] | 388 | //Camera operation - the camera should always follow the player in a specific region |
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[11383] | 389 | Camera* cam = getCamera(); |
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| 390 | Vector3 campos = cam->getPosition(); |
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[11379] | 391 | |
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[11383] | 392 | if (campos.x + camMaxOffset < position.x) { |
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| 393 | campos.x = position.x - camMaxOffset; |
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| 394 | cam->setPosition(campos); |
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[11379] | 395 | } |
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[11405] | 396 | if (campos.x - camMaxOffset > position.x) { |
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[11383] | 397 | campos.x = position.x + camMaxOffset; |
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| 398 | cam->setPosition(campos); |
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| 399 | } |
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[11379] | 400 | |
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[11383] | 401 | } |
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| 402 | |
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[11416] | 403 | // Reset key variables |
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[11578] | 404 | moveUpPressed_ = false; |
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| 405 | moveDownPressed_ = false; |
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| 406 | moveLeftPressed_ = false; |
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| 407 | moveRightPressed_ = false; |
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[11416] | 408 | |
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[11400] | 409 | isColliding_ = false; |
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[11418] | 410 | collDisZ_ = 0; |
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[11379] | 411 | |
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[11383] | 412 | } |
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[11379] | 413 | |
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| 414 | |
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[11383] | 415 | |
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| 416 | |
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| 417 | |
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[11416] | 418 | //The following functions read the input of the player and then set the bools for the movement |
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[11383] | 419 | void SOBFigure::moveFrontBack(const Vector2& value) |
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| 420 | { |
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| 421 | if (value.x > 0) |
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[11379] | 422 | { |
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[11383] | 423 | moveUpPressed_ = true; |
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| 424 | moveDownPressed_ = false; |
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[11379] | 425 | } |
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[11383] | 426 | else |
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| 427 | { |
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| 428 | moveUpPressed_ = false; |
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| 429 | moveDownPressed_ = true; |
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| 430 | } |
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| 431 | } |
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[11379] | 432 | |
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[11383] | 433 | void SOBFigure::moveRightLeft(const Vector2& value) |
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| 434 | { |
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| 435 | if (value.x > 0) |
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[11379] | 436 | { |
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[11383] | 437 | moveLeftPressed_ = false; |
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| 438 | moveRightPressed_ = true; |
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[11379] | 439 | } |
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[11383] | 440 | else |
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| 441 | { |
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| 442 | moveLeftPressed_ = true; |
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| 443 | moveRightPressed_ = false; |
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| 444 | } |
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| 445 | } |
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[11379] | 446 | |
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[11383] | 447 | void SOBFigure::boost(bool boost) |
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| 448 | { |
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[11400] | 449 | firePressed_ = boost; |
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[11379] | 450 | } |
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[11416] | 451 | |
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| 452 | |
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[11538] | 453 | |
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| 454 | // PRE: name is an existing name of a material. Example orxo_material for orxo_material.material in data_extern/materials |
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[11578] | 455 | // !!! PowerUpCounter_ has to be modified before changing the clothes!!! |
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[11538] | 456 | // POST: clothes of body of player are changed to name |
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[11578] | 457 | void SOBFigure::changeClothes(){ |
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| 458 | // clothes: white (basic), red (one PowerUp), orange (Fireball enabled) |
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| 459 | std::string clothes[] = {"orxo_material", "orxo_material_gross", "orxo_material_fire"}; |
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| 460 | |
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[11538] | 461 | std::set<WorldEntity*> attachedObjects = this->getAttachedObjects(); |
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| 462 | std::set<WorldEntity*>::iterator it; |
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| 463 | for (it = attachedObjects.begin(); it != attachedObjects.end(); ++it) |
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| 464 | { |
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| 465 | Model* FiguresModel = orxonox_cast<Model*>(*it); |
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| 466 | if (FiguresModel != nullptr) |
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| 467 | { |
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[11578] | 468 | FiguresModel->setSubMaterial(clothes[PowerUpCounter_] , 4); // 4 is the body |
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[11538] | 469 | } |
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| 470 | } |
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[11383] | 471 | } |
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[11578] | 472 | // PRE: |
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| 473 | // POST: Player jumps out of the game, game is finished and can be restarted. |
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[11575] | 474 | void SOBFigure::die(){ |
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| 475 | Vector3 vel = getVelocity(); |
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| 476 | vel.y = -80; |
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| 477 | vel.z = 200; |
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| 478 | setVelocity(vel); |
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[11578] | 479 | predead_= true; |
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[11575] | 480 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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| 481 | SOBGame->setDone(true); |
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| 482 | } |
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| 483 | |
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[11538] | 484 | } |
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