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source: code/trunk/src/orxonox/objects/ParticleSpawner.cc @ 1602

Last change on this file since 1602 was 1602, checked in by landauf, 16 years ago
  • added thruster flares
  • used new particle effects
  • enemies with less health emit smoke and fire

!!!! MEDIA UPDATE !!!

  • Property svn:eol-style set to native
File size: 2.9 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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "ParticleSpawner.h"
31
32#include "core/CoreIncludes.h"
33#include "core/Executor.h"
34#include "tools/ParticleInterface.h"
35
36namespace orxonox
37{
38    CreateFactory(ParticleSpawner);
39
40    ParticleSpawner::ParticleSpawner()
41    {
42        RegisterObject(ParticleSpawner);
43        this->particle_ = 0;
44    }
45
46    ParticleSpawner::ParticleSpawner(const std::string& templateName, LODParticle::LOD detaillevel, float lifetime, float delay, const Vector3& direction)
47    {
48        RegisterObject(ParticleSpawner);
49        this->setParticle(templateName, detaillevel, lifetime, delay, direction);
50    }
51
52    void ParticleSpawner::setParticle(const std::string& templateName, LODParticle::LOD detaillevel, float lifetime, float delay, const Vector3& direction)
53    {
54        ExecutorMember<ParticleSpawner>* executor = createExecutor(createFunctor(&ParticleSpawner::createParticleSpawner));
55        executor->setDefaultValues(lifetime);
56        this->timer_.setTimer(delay, false, this, executor);
57        this->particle_ = new ParticleInterface(templateName, detaillevel);
58        this->particle_->addToSceneNode(this->getNode());
59        this->particle_->setEnabled(false);
60        if (direction != Vector3::ZERO)
61        {
62            this->particle_->getAllEmitters()->setDirection(direction);
63        }
64    }
65
66    ParticleSpawner::~ParticleSpawner()
67    {
68        if (this->isInitialized() && this->particle_)
69        {
70            this->particle_->detachFromSceneNode();
71            delete this->particle_;
72        }
73    };
74
75    void ParticleSpawner::createParticleSpawner(float lifetime)
76    {
77        this->particle_->setEnabled(true);
78        if (lifetime != 0)
79            this->timer_.setTimer(lifetime, false, this, createExecutor(createFunctor(&ParticleSpawner::destroyParticleSpawner)));
80    }
81
82    void ParticleSpawner::destroyParticleSpawner()
83    {
84        delete this;
85    }
86
87    void ParticleSpawner::setVisible(bool visible)
88    {
89        if (this->particle_)
90            this->particle_->setEnabled(visible);
91    }
92}
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