/* * 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 A Boss Gumba, which shoots small Gumbas */ #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_ = 1; gumbaTime_ = 0; maxGumbas = 2; //Max Gumbas spawnable by a Boss } 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; if(gumbaTime_ > gumbaMaxTime_){ //Spawn Gumba int gumbaCounter=0; for (SOBGumba* gumbaInstance : ObjectList()) { if (gumbaInstance != nullptr && gumbaInstance->creator_==this) { gumbaCounter++; } } if(gumbaCountercenter_; SOBGumba* gumba = new SOBGumba(center_->getContext()); Vector3 spawnpos = this->getWorldPosition(); spawnpos.z += 0; gumba->creator_=this; if (gumba != nullptr && center_ != nullptr) { gumba->addTemplate("gumbaShootable"); bool direction = ((this->getWorldOrientation().getRoll().valueRadians())>-1.6&&(this->getWorldOrientation().getRoll().valueRadians()<1.6)); gumba->setDirection(direction); if(direction) { spawnpos.x+=20; } else { spawnpos.x-=20; } spawnpos.z+=15; gumba->setPosition(spawnpos); } Vector3 velocity = gumba->getVelocity(); velocity.z -= 100; gumba->setVelocity(velocity); } }