/* * 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: * Fabien Vultier * Co-authors: * ... * */ /** @file JumpEnemy.cc @brief All enemies in the minigame inherit from this class. This class manages the movement of all enemies and allows enemies to touch the figure to kill it. */ #include "JumpEnemy.h" #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "graphics/Model.h" #include "gametypes/Gametype.h" #include "JumpFigure.h" #include "sound/WorldSound.h" #include "core/XMLPort.h" namespace orxonox { RegisterClass(JumpEnemy); /** @brief Constructor. Registers and initializes the object. */ JumpEnemy::JumpEnemy(Context* context) : MovableEntity(context) { RegisterObject(JumpEnemy); dead_ = false; figure_ = 0; width_ = 0.0; height_ = 0.0; setPosition(Vector3(0,0,0)); setVelocity(Vector3(0,0,0)); setAcceleration(Vector3(0,0,0)); setProperties(0.0, 0.0, 0.0, 0.0, 0.0, 0.0); } /** @brief Destructor. */ JumpEnemy::~JumpEnemy() { /*if (this->isInitialized()) { if (this->bDeleteBats_) delete this->figure_; delete[] this->batID_; }*/ } //xml port for loading sounds void JumpEnemy::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(JumpEnemy, XMLPort, xmlelement, mode); XMLPortParam(JumpEnemy, "height", setHeight, getHeight, xmlelement, mode); XMLPortParam(JumpEnemy, "width", setWidth, getWidth, xmlelement, mode); } /** @brief Is called every tick. Handles the movement of the ball and its interaction with the boundaries and bats. @param dt The time since the last tick. */ void JumpEnemy::tick(float dt) { SUPER(JumpEnemy, tick, dt); // Get the current position, velocity and acceleration of the enemy. Vector3 position = getPosition(); Vector3 velocity = getVelocity(); if ((position.x < leftBoundary_ && velocity.x < 0) || (position.x > rightBoundary_ && velocity.x > 0)) { velocity.x = -velocity.x; } if ((position.z < lowerBoundary_ && velocity.z < 0) || (position.z > upperBoundary_ && velocity.z > 0)) { velocity.z = -velocity.z; } // Set the position, velocity and acceleration of the enemy, if they have changed. if (velocity != getVelocity()) setVelocity(velocity); if (position != getPosition()) setPosition(position); // Interact with Figure Vector3 enemyPosition = getPosition(); if (figure_ != NULL) { Vector3 figurePosition = figure_->getPosition(); if(figurePosition.x > enemyPosition.x-width_ && figurePosition.x < enemyPosition.x+width_ && figurePosition.z > enemyPosition.z-height_ && figurePosition.z < enemyPosition.z+height_) { touchFigure(); } } } void JumpEnemy::setProperties(float newLeftBoundary, float newRightBoundary, float newLowerBoundary, float newUpperBoundary, float newHSpeed, float newVSpeed) { leftBoundary_ = newLeftBoundary; rightBoundary_ = newRightBoundary; lowerBoundary_ = newLowerBoundary; upperBoundary_ = newUpperBoundary; this->setVelocity(Vector3(newHSpeed,0,newVSpeed)); } /** @brief Set the bats for the ball. @param bats An array (of size 2) of weak pointers, to be set as the new bats. */ void JumpEnemy::setFigure(JumpFigure* newFigure) { figure_ = newFigure; } void JumpEnemy::touchFigure() { if (dead_ == false) { figure_->CollisionWithEnemy(this); } } }