Changeset 177 for code/branches/main_reto_vs05/src/run_manager.cc
- Timestamp:
- Nov 7, 2007, 12:39:30 AM (16 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/main_reto_vs05/src/run_manager.cc
r169 r177 52 52 #include "orxonox_ship.h" 53 53 #include "bullet.h" 54 #include "bullet_manager.h" 54 55 #include "camera_manager.h" 56 #include "weapon_manager.h" 55 57 56 58 #include "run_manager.h" … … 97 99 // background scene (world objects, skybox, lights, etc.) 98 100 backgroundScene_ = new OrxonoxScene(sceneMgr_); 101 102 103 // BULLET LIST FOR THE TEST APPLICATION 104 105 // create a bullet manager 106 bulletManager_ = new BulletManager(sceneMgr_); 107 WeaponManager::loadWeapons(); 108 109 // TODO: Use STL to make life easier. But it works this way too.. 110 /*bullets_ = new Bullet*[10]; 111 bulletsIndex_ = 0; 112 bulletsSize_ = 10;*/ 113 99 114 100 115 // PLAYER SPACESHIP … … 114 129 // Construct a new spaceship and give it the node 115 130 playerShip_ = new OrxonoxShip(sceneMgr_, sceneMgr_->getRootSceneNode() 116 ->createChildSceneNode("ShipNode", Vector3(20, 20, 20)) );131 ->createChildSceneNode("ShipNode", Vector3(20, 20, 20)), bulletManager_); 117 132 118 133 … … 140 155 141 156 142 // BULLET LIST FOR THE TEST APPLICATION143 144 // TODO: Use STL to make life easier. But it works this way too..145 bullets_ = new Bullet*[10];146 bulletsIndex_ = 0;147 bulletsSize_ = 10;148 149 157 150 158 // HUMAN INTERFACE … … 205 213 if (playerShip_) 206 214 delete playerShip_; 215 if (bulletManager_) 216 delete bulletManager_; 217 218 WeaponManager::destroyWeapons(); 207 219 208 220 // clean up the bullet list 209 for (int i = 0; i < bulletsIndex_; i++)221 /*for (int i = 0; i < bulletsIndex_; i++) 210 222 delete bullets_[i]; 211 delete bullets_; 223 delete bullets_;*/ 212 224 } 213 225 … … 239 251 240 252 // update the bullet positions 241 for (int i = 0; i < bulletsIndex_; i++) 253 bulletManager_->tick(time, deltaTime); 254 255 /*for (int i = 0; i < bulletsIndex_; i++) 242 256 { 243 257 bullets_[i]->node_->translate(bullets_[i]->speed_*deltaTime); 244 258 bullets_[i]->node_->yaw(Degree(deltaTime*100)); 245 259 bullets_[i]->node_->roll(Degree(deltaTime*300)); 246 } 260 }*/ 247 261 248 262 // HUMAN INTERFACE … … 447 461 // Prevent continuous fire for the moment. 448 462 leftButtonDown_ = true; 463 464 playerShip_->fire(); 449 465 450 466 // let ship fire one shot with its only weapon (Barrels..) 451 Bullet *tempBullet = playerShip_->fire();467 /*Bullet *tempBullet = playerShip_->fire(); 452 468 453 469 // resize array if neccessary (double the size then) … … 464 480 465 481 // add the bullet to the list 466 bullets_[bulletsIndex_++] = tempBullet; 482 bullets_[bulletsIndex_++] = tempBullet;*/ 467 483 468 484 }
Note: See TracChangeset
for help on using the changeset viewer.