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Ignore:
Timestamp:
May 25, 2011, 9:41:29 PM (13 years ago)
Author:
dafrick
Message:

Merging game immersion branch into presentation branch.

Location:
code/branches/presentation
Files:
4 edited

Legend:

Unmodified
Added
Removed
  • code/branches/presentation

  • code/branches/presentation/src/orxonox/controllers/Controller.h

    r8579 r8580  
    5252            virtual inline void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage) {};
    5353
     54/* Override needed for different visual effects (e.g. in "NewHumanController.cc") depending on
     55   the DIFFERENT AMOUNT OF DAMAGE done to the shield and to the health of "victim" (see Projectile.cc, Pawn.cc)
     56
     57//            virtual inline void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage) {};
     58*/
     59
    5460            void setGodMode( bool mode ){ this->bGodMode_ = mode; }
    5561            bool getGodMode(){ return this->bGodMode_; }
  • code/branches/presentation/src/orxonox/controllers/HumanController.cc

    r8579 r8580  
    4242    extern const std::string __CC_fire_name = "fire";
    4343    extern const std::string __CC_suicide_name = "suicide";
     44    const std::string __CC_boost_name = "boost";
    4445
    4546    SetConsoleCommand("HumanController", "moveFrontBack",          &HumanController::moveFrontBack ).addShortcut().setAsInputCommand();
     
    5152    SetConsoleCommand("HumanController", __CC_fire_name,           &HumanController::fire          ).addShortcut().keybindMode(KeybindMode::OnHold);
    5253    SetConsoleCommand("HumanController", "reload",                 &HumanController::reload        ).addShortcut();
    53     SetConsoleCommand("HumanController", "boost",                  &HumanController::boost         ).addShortcut().keybindMode(KeybindMode::OnHold);
     54    SetConsoleCommand("HumanController", __CC_boost_name,          &HumanController::keepBoost     ).addShortcut().keybindMode(KeybindMode::OnHold);
    5455    SetConsoleCommand("HumanController", "greet",                  &HumanController::greet         ).addShortcut();
    5556    SetConsoleCommand("HumanController", "switchCamera",           &HumanController::switchCamera  ).addShortcut();
     
    6667
    6768    HumanController* HumanController::localController_s = 0;
     69    /*static*/ const float HumanController::BOOSTING_TIME = 0.1f;
    6870
    6971    HumanController::HumanController(BaseObject* creator) : Controller(creator)
     
    7173        RegisterObject(HumanController);
    7274
    73         controlPaused_ = false;
     75        this->controlPaused_ = false;
     76        this->boosting_ = false;
    7477
    7578        HumanController::localController_s = this;
     79        this->boostingTimeout_.setTimer(HumanController::BOOSTING_TIME, false, createExecutor(createFunctor(&HumanController::terminateBoosting, this)));
     80        this->boostingTimeout_.stopTimer();
    7681    }
    7782
     
    163168    }
    164169
    165     void HumanController::boost()
    166     {
    167         if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
    168             HumanController::localController_s->controllableEntity_->boost();
     170    /**
     171    @brief
     172        Static method,keeps boosting.
     173    */
     174    /*static*/ void HumanController::keepBoost()
     175    {
     176        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
     177            HumanController::localController_s->keepBoosting();
     178    }
     179   
     180    /**
     181    @brief
     182        Starts, or keeps the boosting mode.
     183        Resets the boosting timeout and ells the ControllableEntity to boost (or not boost anymore).
     184    */
     185    void HumanController::keepBoosting(void)
     186    {
     187        if(this->boostingTimeout_.isActive())
     188        {
     189            this->boostingTimeout_.stopTimer();
     190            this->boostingTimeout_.startTimer();
     191        }
     192        else
     193        {
     194            this->boosting_ = true;
     195            this->boostingTimeout_.startTimer();
     196           
     197            this->controllableEntity_->boost(this->boosting_);
     198            COUT(4) << "Start boosting" << endl;
     199        }
     200    }
     201
     202    /**
     203    @brief
     204        Terminates the boosting mode.
     205    */
     206    void HumanController::terminateBoosting(void)
     207    {
     208        this->boosting_ = false;
     209        this->boostingTimeout_.stopTimer();
     210
     211        this->controllableEntity_->boost(this->boosting_);
     212        COUT(4) << "Stop boosting" << endl;
    169213    }
    170214
  • code/branches/presentation/src/orxonox/controllers/HumanController.h

    r8579 r8580  
    3232#include "OrxonoxPrereqs.h"
    3333
     34#include "tools/Timer.h"
    3435#include "tools/interfaces/Tickable.h"
    3536#include "Controller.h"
     
    6465            static void reload();
    6566
    66             static void boost();
     67            static void keepBoost(); // Static method, keeps boosting.
     68            /**
     69            @brief Check whether the HumanController is in boosting mode.
     70            @return Returns true if it is, false if not.
     71            */
     72            inline bool isBoosting(void)
     73                { return this->boosting_; }
     74            void keepBoosting(void);
     75            void terminateBoosting(void);
     76           
    6777            static void greet();
    6878            static void switchCamera();
     
    92102            static HumanController* localController_s;
    93103            bool controlPaused_;
     104       
     105        private:
     106            bool boosting_; // Whether the HumanController is in boosting mode or not.
     107            Timer boostingTimeout_; // A timer to check whether the player is no longer boosting.
     108            static const float BOOSTING_TIME; // The time after it is checked, whether the player is no longer boosting.
     109
    94110    }; // tolua_export
    95111} // tolua_export
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