| [10078] | 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 | *      Fabien Vultier | 
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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 JumpProjectile.cc | 
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|  | 31 | @brief projectiles are created by the gametype if the figure shoots. All projectiles check every tick, whether they hit an enemy. | 
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|  | 32 | */ | 
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|  | 33 |  | 
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|  | 34 | #include "JumpProjectile.h" | 
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| [11071] | 35 |  | 
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| [10078] | 36 | #include "core/CoreIncludes.h" | 
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|  | 37 | #include "JumpFigure.h" | 
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| [11071] | 38 | #include "JumpEnemy.h" | 
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| [10078] | 39 |  | 
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|  | 40 | namespace orxonox | 
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|  | 41 | { | 
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|  | 42 | RegisterClass(JumpProjectile); | 
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|  | 43 |  | 
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|  | 44 | JumpProjectile::JumpProjectile(Context* context) : MovableEntity(context) | 
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|  | 45 | { | 
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|  | 46 | RegisterObject(JumpProjectile); | 
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|  | 47 |  | 
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| [11071] | 48 | figure_ = nullptr; | 
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| [10078] | 49 | setPosition(Vector3(0,0,0)); | 
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|  | 50 | setVelocity(Vector3(0,0,250.0)); | 
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|  | 51 | setAcceleration(Vector3(0,0,0)); | 
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|  | 52 | } | 
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|  | 53 |  | 
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|  | 54 | JumpProjectile::~JumpProjectile() | 
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|  | 55 | { | 
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|  | 56 |  | 
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|  | 57 | } | 
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|  | 58 |  | 
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|  | 59 | void JumpProjectile::tick(float dt) | 
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|  | 60 | { | 
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|  | 61 | SUPER(JumpProjectile, tick, dt); | 
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|  | 62 |  | 
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|  | 63 | Vector3 projectilePosition = getPosition(); | 
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|  | 64 |  | 
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| [11071] | 65 | for (JumpEnemy* enemy : ObjectList<JumpEnemy>()) | 
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| [10215] | 66 | { | 
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| [11071] | 67 | Vector3 enemyPosition = enemy->getPosition(); | 
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|  | 68 | float enemyWidth = enemy->getWidth(); | 
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|  | 69 | float enemyHeight = enemy->getHeight(); | 
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| [10078] | 70 |  | 
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| [10215] | 71 | if(projectilePosition.x > enemyPosition.x-enemyWidth && projectilePosition.x < enemyPosition.x+enemyWidth && projectilePosition.z > enemyPosition.z-enemyHeight && projectilePosition.z < enemyPosition.z+enemyHeight) | 
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|  | 72 | { | 
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| [11071] | 73 | enemy->dead_ = true; | 
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| [10215] | 74 | } | 
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|  | 75 | } | 
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| [10078] | 76 | } | 
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|  | 77 |  | 
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| [10624] | 78 | void JumpProjectile::setFigure(JumpFigure* figure) | 
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| [10078] | 79 | { | 
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|  | 80 | figure_ = figure; | 
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|  | 81 | } | 
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|  | 82 | } | 
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