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source: code/branches/steering/src/orxonox/controllers/NewHumanController.cc @ 6001

Last change on this file since 6001 was 6001, checked in by wirthmi, 15 years ago

Added a crosshair overlay.

File size: 3.5 KB
Line 
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 *      Michael Wirth
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "NewHumanController.h"
30
31#include "core/input/InputManager.h"
32#include "core/input/InputState.h"
33
34#include "core/CoreIncludes.h"
35#include "core/ConsoleCommand.h"
36#include "worldentities/ControllableEntity.h"
37#include "worldentities/pawns/Pawn.h"
38#include "gametypes/Gametype.h"
39#include "infos/PlayerInfo.h"
40#include "overlays/Map.h"
41#include "graphics/Camera.h"
42#include "sound/SoundManager.h"
43#include "Radar.h"
44#include "Scene.h"
45
46namespace orxonox
47{
48
49    CreateUnloadableFactory(NewHumanController);
50
51    NewHumanController::NewHumanController(BaseObject* creator) : HumanController(creator)
52    {
53        RegisterObject(NewHumanController);
54
55        CrossHairOverlay = new OrxonoxOverlay(this);
56        CrossHairOverlay->setBackgroundMaterial("Orxonox/Crosshair3");
57        CrossHairOverlay->setSize(Vector2(0.08,0.08));
58        CrossHairOverlay->show();
59    }
60
61    NewHumanController::~NewHumanController()
62    {
63        if( this->isInitialized() )
64        {
65        }
66    }
67
68    void NewHumanController::tick(float dt) {
69        CrossHairOverlay->setPosition(Vector2(static_cast<float>(this->currentYaw_), static_cast<float>(this->currentPitch_)));
70
71        HumanController::tick(dt);
72    }
73
74    /*void NewHumanController::tick(float dt)
75    {
76        if (GameMode::playsSound() && NewHumanController::localController_s && NewHumanController::localController_s->controllableEntity_)
77        {
78            // Update sound listener
79            Camera* camera = NewHumanController::localController_s->controllableEntity_->getCamera();
80            if (camera)
81            {
82                SoundManager::getInstance().setListenerPosition(camera->getWorldPosition());
83                SoundManager::getInstance().setListenerOrientation(camera->getWorldOrientation());
84            }
85            else
86                COUT(3) << "NewHumanController, Warning: Using a ControllableEntity without Camera" << std::endl;
87        }
88    }*/
89   
90    void NewHumanController::yaw(const Vector2& value)
91    {
92//         SUPER(NewHumanController, yaw, value);
93        HumanController::yaw(value);
94       
95        this->currentYaw_ = value.x;
96        std::cout << "Y: " << static_cast<float>(this->currentPitch_) << " X: " << static_cast<float>(this->currentYaw_) << endl;
97    }
98    void NewHumanController::pitch(const Vector2& value)
99    {
100//         SUPER(NewHumanController, pitch, value);
101        HumanController::pitch(value);
102       
103        this->currentPitch_ = value.x;
104        std::cout << "Y: " << static_cast<float>(this->currentPitch_) << " X: " << static_cast<float>(this->currentYaw_) << endl;
105    }
106
107}
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