Changeset 3746 in orxonox.OLD for orxonox/branches/levelloader/src/world_entities/projectile.h
- Timestamp:
- Apr 7, 2005, 3:54:49 PM (20 years ago)
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- 1 edited
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orxonox/branches/levelloader/src/world_entities/projectile.h
r3605 r3746 2 2 \projectile.h 3 3 \brief a projectile, that is been shooted by a weapon 4 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 6 shooting funcions work, use the Projectile class. But if you want to implement your own shoots its 7 different:<br> 8 Make a new class and derive it from Projectile. To have a weapon work well, reimplement the functions 9 - void tick() 10 - void draw() 11 - void hit() (only if you have working collision detection) 12 When you have implemented these functions you have just to add the projectiles to your weapon. You ll want 13 to make this by looking into the function 14 - Weapon::fire() 15 there you just change the line: 16 Projectile* pj = new Projectile(); TO Projectile* pj = new MyOwnProjectileClass(); 17 and schwups it works... :) 4 18 */ 5 19 … … 9 23 #include "world_entity.h" 10 24 25 class Vector; 26 class Weapon; 11 27 12 28 class Projectile : public WorldEntity … … 15 31 16 32 public: 17 Projectile ( );33 Projectile (Weapon* weapon); 18 34 virtual ~Projectile (); 35 36 void setFlightDirection(Quaternion flightDirection); 37 void setSpeed(float speed); 38 void setTTL(float ttl); 19 39 20 40 virtual void hit (WorldEntity* weapon, Vector* loc); … … 24 44 virtual void draw (); 25 45 26 pr ivate:46 protected: 27 47 //physical attriutes like: force, speed, acceleration etc. 28 48 float speed; //!< this is the speed of the projectile 49 float currentLifeTime; //!< this is the time, the projectile exists in this world (incremented by tick) 50 float ttl; //!< time to life, after this time, the projectile will garbage collect itself 51 Vector* flightDirection; //!< direction in which the shoot flights 52 Weapon* weapon; //!< weapon the shoot belongs to 53 29 54 }; 30 55
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