| 1 | /* | 
|---|
| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
|---|
| 3 | *                    > www.orxonox.net < | 
|---|
| 4 | * | 
|---|
| 5 | * | 
|---|
| 6 | *   License notice: | 
|---|
| 7 | * | 
|---|
| 8 | *   This program is free software; you can redistribute it and/or | 
|---|
| 9 | *   modify it under the terms of the GNU General Public License | 
|---|
| 10 | *   as published by the Free Software Foundation; either version 2 | 
|---|
| 11 | *   of the License, or (at your option) any later version. | 
|---|
| 12 | * | 
|---|
| 13 | *   This program is distributed in the hope that it will be useful, | 
|---|
| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
|---|
| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
|---|
| 16 | *   GNU General Public License for more details. | 
|---|
| 17 | * | 
|---|
| 18 | *   You should have received a copy of the GNU General Public License | 
|---|
| 19 | *   along with this program; if not, write to the Free Software | 
|---|
| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
|---|
| 21 | * | 
|---|
| 22 | *   Author: | 
|---|
| 23 | *      Julien Kindle | 
|---|
| 24 | *   Co-authors: | 
|---|
| 25 | * | 
|---|
| 26 | * | 
|---|
| 27 | */ | 
|---|
| 28 |  | 
|---|
| 29 | /** | 
|---|
| 30 | @file SOBGumba.cc | 
|---|
| 31 | @brief All items in this minigame inherit from this class. Items can move around like platforms and enemies. | 
|---|
| 32 | */ | 
|---|
| 33 |  | 
|---|
| 34 | #include "SOBGumba.h" | 
|---|
| 35 |  | 
|---|
| 36 | #include "core/CoreIncludes.h" | 
|---|
| 37 | #include "core/XMLPort.h" | 
|---|
| 38 | #include "SOBFigure.h" | 
|---|
| 39 | #include "util/Output.h" | 
|---|
| 40 |  | 
|---|
| 41 |  | 
|---|
| 42 | namespace orxonox | 
|---|
| 43 | { | 
|---|
| 44 | RegisterClass(SOBGumba); | 
|---|
| 45 |  | 
|---|
| 46 | SOBGumba::SOBGumba(Context* context) : MovableEntity(context) | 
|---|
| 47 | { | 
|---|
| 48 | RegisterObject(SOBGumba); | 
|---|
| 49 |  | 
|---|
| 50 | setAngularFactor(0.0); | 
|---|
| 51 | this->enableCollisionCallback(); | 
|---|
| 52 | gravityAcceleration_ = 350.0; | 
|---|
| 53 | speed_ = 0.0; | 
|---|
| 54 | hasCollided_=false; | 
|---|
| 55 | goesRight_ = true; | 
|---|
| 56 | changeAllowed_ = true; | 
|---|
| 57 | changedOn_ = 0.0; | 
|---|
| 58 | creator_ = nullptr; | 
|---|
| 59 | maxLifetime_ = 10; | 
|---|
| 60 | lifetime_ = 0; | 
|---|
| 61 |  | 
|---|
| 62 | } | 
|---|
| 63 |  | 
|---|
| 64 |  | 
|---|
| 65 |  | 
|---|
| 66 | void SOBGumba::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
|---|
| 67 | { | 
|---|
| 68 | SUPER(SOBGumba, XMLPort, xmlelement, mode); | 
|---|
| 69 | XMLPortParam(SOBGumba, "speed", setSpeed, getSpeed, xmlelement, mode); | 
|---|
| 70 |  | 
|---|
| 71 |  | 
|---|
| 72 | } | 
|---|
| 73 |  | 
|---|
| 74 |  | 
|---|
| 75 | bool SOBGumba::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { | 
|---|
| 76 |  | 
|---|
| 77 | //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. | 
|---|
| 78 | if (changeAllowed_ && otherObject->getMass() != -1) { | 
|---|
| 79 | goesRight_ = !goesRight_; | 
|---|
| 80 | changeAllowed_ = false; | 
|---|
| 81 | } | 
|---|
| 82 |  | 
|---|
| 83 | return true; | 
|---|
| 84 | } | 
|---|
| 85 |  | 
|---|
| 86 |  | 
|---|
| 87 | void SOBGumba::setDirection(const bool direction) | 
|---|
| 88 | { | 
|---|
| 89 | if(direction) | 
|---|
| 90 | { | 
|---|
| 91 | goesRight_=true; | 
|---|
| 92 | } | 
|---|
| 93 | else | 
|---|
| 94 | { | 
|---|
| 95 | goesRight_=false; | 
|---|
| 96 | } | 
|---|
| 97 | } | 
|---|
| 98 |  | 
|---|
| 99 | void SOBGumba::die(){ | 
|---|
| 100 | Vector3 velocity = this->getVelocity(); | 
|---|
| 101 | velocity.y = speed_; | 
|---|
| 102 | this->setVelocity(velocity); | 
|---|
| 103 | } | 
|---|
| 104 |  | 
|---|
| 105 | void SOBGumba::tick(float dt) | 
|---|
| 106 | { | 
|---|
| 107 | SUPER(SOBGumba, tick, dt); | 
|---|
| 108 |  | 
|---|
| 109 | if (!changeAllowed_) { | 
|---|
| 110 | changedOn_+= dt; | 
|---|
| 111 | // After a collision, we don't listen for collisions for 200ms - that's because one wall can cause several collisions! | 
|---|
| 112 | if (changedOn_> 0.400) { | 
|---|
| 113 | changeAllowed_ = true; | 
|---|
| 114 | changedOn_ = 0.0; | 
|---|
| 115 |  | 
|---|
| 116 | } | 
|---|
| 117 | } | 
|---|
| 118 |  | 
|---|
| 119 |  | 
|---|
| 120 | int dir = 1; | 
|---|
| 121 | if (!goesRight_) | 
|---|
| 122 | dir = -1; | 
|---|
| 123 |  | 
|---|
| 124 | Vector3 velocity = getVelocity(); | 
|---|
| 125 | if(velocity.z > -1 && velocity.z < 1) | 
|---|
| 126 | { | 
|---|
| 127 | velocity.x = dir*speed_; | 
|---|
| 128 | } | 
|---|
| 129 |  | 
|---|
| 130 | velocity.z -= gravityAcceleration_*dt; | 
|---|
| 131 | setVelocity(velocity); | 
|---|
| 132 |  | 
|---|
| 133 | if (creator_ != nullptr) | 
|---|
| 134 | { | 
|---|
| 135 | lifetime_ += dt; | 
|---|
| 136 | if(lifetime_>maxLifetime_) | 
|---|
| 137 | { | 
|---|
| 138 |  | 
|---|
| 139 | } | 
|---|
| 140 | } | 
|---|
| 141 |  | 
|---|
| 142 | if(abs(this->getPosition().z) > 1000) this->destroyLater(); | 
|---|
| 143 |  | 
|---|
| 144 | } | 
|---|
| 145 | } | 
|---|