/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Noah Zarro * Theo von Arx * Co-authors: * * */ /** @file SOBGumbaBoss.cc @brief All items in this minigame inherit from this class. Items can move around like platforms and enemies. */ #include "SOB.h" #include "SOBGumba.h" #include "SOBGumbaBoss.h" #include "SOBFireball.h" #include "SOBFigure.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "util/Output.h" #include namespace orxonox { RegisterClass(SOBGumbaBoss); SOBGumbaBoss::SOBGumbaBoss(Context* context) : SOBGumba(context) { RegisterObject(SOBGumbaBoss); gumbaMaxTime_ = 10; gumbaTime_ = 0; } bool SOBGumbaBoss::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { //Every object with mass -1 does not change the direction of the GumbaBoss. For example the ground floor! The other objects switch the direction of the GumbaBoss. if (changeAllowed_ && otherObject->getMass() != -1) { goesRight_ = !goesRight_; changeAllowed_ = false; } return true; } void SOBGumbaBoss::tick(float dt) { SUPER(SOBGumbaBoss, tick, dt); if (!changeAllowed_) { changedOn_+= dt; // After a collision, we don't listen for collisions for 200ms - that's because one wall can cause several collisions! if (changedOn_> 0.200) { changeAllowed_ = true; changedOn_ = 0.0; } } gumbaTime_ += dt; orxout() << "gumbaTime_ = " << gumbaTime_ << endl; if(gumbaTime_ > gumbaMaxTime_){ spawnFireball(); orxout() << "shoot" << endl; gumbaTime_ = 0; } int dir = 1; if (!goesRight_) dir = -1; Vector3 velocity = getVelocity(); velocity.z -= gravityAcceleration_*dt; velocity.x = dir*speed_; setVelocity(velocity); lastPos_ = getPosition(); } void SOBGumbaBoss::spawnFireball() { SOBCenterpoint* center_ = ((SOB*)getGametype())->center_; SOBFireball* ball = new SOBFireball(center_->getContext()); Vector3 spawnpos = this->getWorldPosition(); spawnpos.z += 0; if (ball != nullptr && center_ != nullptr) { ball->addTemplate("fireball"); bool direction = ((this->getWorldOrientation().getRoll().valueRadians())>-1.6&&(this->getWorldOrientation().getRoll().valueRadians()<1.6)); ball->setDirection(direction); if(direction) { spawnpos.x+=10; } else { spawnpos.x-=10; } ball->setPosition(spawnpos); } } }