/* * 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: * Joel Smely * Co-authors: * ... * */ /** @file LightningGunProjectile.h @brief Implementation of the LightningGunProjectile class. */ #include "LightningGunProjectile.h" #include "core/CoreIncludes.h" #include "core/command/Executor.h" #include "util/Convert.h" namespace orxonox { RegisterClass(LightningGunProjectile); LightningGunProjectile::LightningGunProjectile(Context* context) : BillboardProjectile(context) { RegisterObject(LightningGunProjectile); this->textureIndex_ = 1; this->setMass(0.1f); this->setCollisionType(CollisionType::Dynamic); this->maxTextureIndex_ = 8; this->textureTimer_.setTimer(0.01f, true, createExecutor(createFunctor(&LightningGunProjectile::changeTexture, this))); registerVariables(); } void LightningGunProjectile::registerVariables() { registerVariable(this->materialBase_); } /** @brief Set the material. @param material The name of the material. Material names with 1 to 8 appended must exist. */ void LightningGunProjectile::setMaterial(const std::string& material) { this->materialBase_ = material; BillboardProjectile::setMaterial(material + multi_cast(this->textureIndex_)); } /** @brief Change the texture. */ void LightningGunProjectile::changeTexture() { this->textureIndex_++; if (this->textureIndex_ > this->maxTextureIndex_) this->textureIndex_ = 1; this->setMaterial(this->materialBase_); } }