[4597] | 1 | /*! |
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[4890] | 2 | \file projectile.h |
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[4836] | 3 | * a projectile, that is been shooted by a weapon |
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[3710] | 4 | |
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| 5 | You can use this class to make some shoots, but this isn't the real idea. If you want to just test, if the |
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[4597] | 6 | shooting funcions work, use the Projectile class. But if you want to implement your own shoots its |
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[3710] | 7 | different:<br> |
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| 8 | Make a new class and derive it from Projectile. To have a weapon work well, reimplement the functions |
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| 9 | - void tick() |
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| 10 | - void draw() |
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| 11 | - void hit() (only if you have working collision detection) |
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[4597] | 12 | When you have implemented these functions you have just to add the projectiles to your weapon. You ll want |
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| 13 | to make this by looking into the function |
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[3710] | 14 | - Weapon::fire() |
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| 15 | there you just change the line: |
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| 16 | Projectile* pj = new Projectile(); TO Projectile* pj = new MyOwnProjectileClass(); |
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| 17 | and schwups it works... :) |
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[3573] | 18 | */ |
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| 19 | |
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| 20 | #ifndef _PROJECTILE_H |
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| 21 | #define _PROJECTILE_H |
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| 22 | |
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| 23 | #include "world_entity.h" |
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[4464] | 24 | #include "vector.h" |
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[3573] | 25 | |
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[4890] | 26 | class ParticleEmitter; |
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[3573] | 27 | |
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[4597] | 28 | class Projectile : public WorldEntity |
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[3573] | 29 | { |
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[4890] | 30 | public: |
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[4932] | 31 | Projectile (); |
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[4890] | 32 | virtual ~Projectile (); |
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[3573] | 33 | |
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[4927] | 34 | void setFlightDirection(const Quaternion& flightDirection); |
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[4890] | 35 | void setVelocity(const Vector &velocity); |
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| 36 | void setLifeSpan(float lifeSpan); |
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[3573] | 37 | |
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[3632] | 38 | |
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[4948] | 39 | void setEnergies(float energyMin, float energyMax); |
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| 40 | /** @returns the minimal charched energy */ |
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| 41 | inline float getEnergyMin() { return this->energyMin; }; |
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| 42 | /** @returns the maximal charched energy */ |
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| 43 | inline float getEnergyMax() { return this->energyMax; }; |
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| 44 | /** @returns if the Projectile can be charged */ |
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| 45 | inline bool isChageable() { return this->bChargeable; }; |
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[3578] | 46 | |
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[3573] | 47 | |
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[4948] | 48 | |
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[4890] | 49 | virtual void destroy (); |
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[4597] | 50 | |
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[4890] | 51 | virtual void tick (float time); |
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| 52 | virtual void draw (); |
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| 53 | |
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| 54 | protected: |
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| 55 | |
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| 56 | // energy |
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| 57 | float energyMin; |
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| 58 | float energyMax; |
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[4948] | 59 | bool bChargeable; //!< if the Projectile is Charegeable |
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[4890] | 60 | |
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| 61 | float lifeCycle; //!< The percentage of the Lifetime done [0-1] |
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[4927] | 62 | float lifeSpan; //!< The entire lifespan of the Shoot. in seconds |
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[4890] | 63 | |
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[4948] | 64 | Vector flightDirection; //!< DOF direction in which the shoot flighs |
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[4890] | 65 | |
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| 66 | Vector velocity; //!< velocity of the projectile. |
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| 67 | |
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[4972] | 68 | ParticleEmitter* emitter; //!< For special effects each Projectile has an emitter. |
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[3573] | 69 | }; |
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| 70 | |
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| 71 | #endif /* _PROJECTILE_H */ |
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