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