/* * 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: * Julien Kindle * Co-authors: * * */ /** @file SOBGumba.cc @brief All items in this minigame inherit from this class. Items can move around like platforms and enemies. */ #include "SOBGumba.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "SOBFigure.h" #include "util/Output.h" namespace orxonox { RegisterClass(SOBGumba); SOBGumba::SOBGumba(Context* context) : MovableEntity(context) { RegisterObject(SOBGumba); setAngularFactor(0.0); this->enableCollisionCallback(); gravityAcceleration_ = 350.0; speed_ = 0.0; hasCollided_=false; goesRight_ = true; changeAllowed_ = true; changedOn_ = 0.0; creator_ = nullptr; maxLifetime_ = 10; lifetime_ = 0; } void SOBGumba::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(SOBGumba, XMLPort, xmlelement, mode); XMLPortParam(SOBGumba, "speed", setSpeed, getSpeed, xmlelement, mode); } bool SOBGumba::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { //Every object with mass -1 does not change the direction of the Gumba. For example the ground floor! The other objects switch the direction of the gumba. if (changeAllowed_ && otherObject->getMass() != -1) { goesRight_ = !goesRight_; changeAllowed_ = false; } return true; } void SOBGumba::setDirection(const bool direction) { if(direction) { goesRight_=true; } else { goesRight_=false; } } void SOBGumba::die(){ Vector3 velocity = this->getVelocity(); velocity.y = speed_; this->setVelocity(velocity); } void SOBGumba::tick(float dt) { SUPER(SOBGumba, 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_> 0.400) { changeAllowed_ = true; changedOn_ = 0.0; } } int dir = 1; if (!goesRight_) dir = -1; Vector3 velocity = getVelocity(); if(velocity.z > -1 && velocity.z < 1) { velocity.x = dir*speed_; } velocity.z -= gravityAcceleration_*dt; setVelocity(velocity); if (creator_ != nullptr) { lifetime_ += dt; if(lifetime_>maxLifetime_) { } } if(abs(this->getPosition().z) > 1000) this->destroyLater(); } }