1 | #include "dxstdafx.h"
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2 | #include ".\bullet.h"
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3 | #include "Player.h"
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4 | #include "SoundNode.h"
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5 | #include "GameManager.h"
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6 |
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7 | Bullet::Bullet(void) : Node() {
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8 | this->bulletType = 0;
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9 | this->exploded = false;
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10 | this->explodeAtDeath = false;
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11 | this->impactDamage = 15;
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12 | this->impactRadius = 2;
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13 | this->impactForce = 2;
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14 | this->impactSound = NULL;
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15 | this->flySound = NULL;
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16 | this->impactSound = NULL;
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17 | this->terrainHit = false;
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18 | this->impactNormal.setXYZ(0, 1, 0);
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19 | }
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20 |
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21 | Bullet::~Bullet(void) {
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22 | int asdf=0;
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23 | asdf++;
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24 | }
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25 |
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26 | void Bullet::setWeaponDirection(Vector _dir)
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27 | {
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28 | this->dir = _dir;
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29 | }
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30 |
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31 | Vector Bullet::getDirection()
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32 | {
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33 | return this->dir;
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34 | }
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35 |
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36 | void Bullet::setImpactForce(float _impactForce)
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37 | {
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38 | this->impactForce = _impactForce;
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39 | }
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40 |
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41 | float Bullet::getImpactForce()
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42 | {
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43 | return this->impactForce;
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44 | }
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45 |
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46 | void Bullet::setImpactDamage(float _impactDamage)
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47 | {
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48 | this->impactDamage = _impactDamage;
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49 | }
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50 |
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51 | float Bullet::getImpactDamage()
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52 | {
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53 | return this->impactDamage;
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54 | }
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55 |
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56 | void Bullet::setImpactRadius(float _radius)
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57 | {
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58 | this->impactRadius = _radius;
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59 | }
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60 |
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61 | float Bullet::getImpactRadius()
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62 | {
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63 | return this->impactRadius;
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64 | }
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65 |
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66 | void Bullet::setFlySound(std::string flySoundName)
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67 | {
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68 | if(flySoundName.compare("")!=0) {
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69 | this->flySound = (SoundNode*) this->myScene->createNode(this->myScene->NODE_SOUND, *this);
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70 | this->flySound->loadFile(flySoundName, true);
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71 | }
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72 | }
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73 |
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74 | void Bullet::setImpactSound(std::string impactSoundName)
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75 | {
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76 | if(impactSoundName.compare("")!=0) {
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77 | this->impactSound = (SoundNode*) this->myScene->createNode(this->myScene->NODE_SOUND);
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78 | this->impactSound->loadFile(impactSoundName, false);
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79 | }
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80 | }
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81 |
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82 | /*void Bullet::setNeighbour(WPTR<Node> _neighbour)
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83 | {
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84 | this->neighbour = _neighbour;
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85 | }*/
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86 |
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87 | void Bullet::setPlayer(Player* _myPlayer)
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88 | {
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89 | this->myPlayer = _myPlayer;
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90 | }
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91 |
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92 | void Bullet::setBulletType(int type)
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93 | {
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94 | this->bulletType = type;
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95 | }
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96 |
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97 | int Bullet::getBulletType()
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98 | {
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99 | return this->bulletType;
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100 | }
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101 |
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102 | void Bullet::setExplodeAtDeath(bool _explodeAtDeath)
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103 | {
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104 | this->explodeAtDeath = _explodeAtDeath;
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105 | }
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106 |
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107 | void Bullet::update(float dt) {
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108 | if(this->explodeAtDeath) {
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109 | this->timeToLive-=dt;
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110 | //Read collisiondata and execute impact***
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111 | /*char temp[100];
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112 | sprintf(temp, "timetolive = %f",this->timeToLive);
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113 | this->myScene->manager->printToConsole(temp);*/
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114 | if(this->timeToLive<=0 && this->timeToLive!=-100) {
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115 | this->exploded = true;
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116 | //this->impactTerrain();
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117 | this->impactTimeOut();
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118 | }
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119 | } else {
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120 | Node::update(dt);
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121 | }
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122 | }
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123 |
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124 | void Bullet::collectEnvironmentInformation()
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125 | {
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126 | this->terrainHit = false;
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127 | this->shapeList.clear();
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128 | NxSphere worldSphere(this->getAbsolutePosition().getNxVector(), this->impactRadius);
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129 | NxU32 nbShapes = this->myScene->pScene->getNbDynamicShapes();
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130 | NxShape** shapes = new NxShape* [nbShapes];
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131 | for (NxU32 i = 0; i < nbShapes; i++)
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132 | shapes[i] = NULL;
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133 | this->myScene->pScene->overlapSphereShapes(worldSphere, NX_DYNAMIC_SHAPES, nbShapes, shapes, NULL);
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134 | for(UINT i=0;i<nbShapes;i++) {
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135 | if(shapes[i]!=NULL) {
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136 | if(shapes[i]->getActor().getGroup()!=UserContactReport::COLGROUP_BULLET) {
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137 | this->shapeList.push_back(shapes[i]);
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138 | }
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139 | switch(shapes[i]->getActor().getGroup()) {
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140 | case UserContactReport::COLGROUP_PLAYER:
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141 | this->playerList.push_back((Player*) shapes[i]->getActor().userData);
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142 | break;
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143 | case UserContactReport::COLGROUP_TERRAIN:
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144 | this->terrainHit = true;
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145 | break;
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146 | case UserContactReport::COLGROUP_BULLET:
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147 | this->bulletList.push_back((Bullet*) shapes[i]->getActor().userData);
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148 | case UserContactReport::COLGROUP_GOODIE:
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149 | this->goodieList.push_back((Goodie*) shapes[i]->getActor().userData);
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150 | break;
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151 | }
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152 | } else {
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153 | break;
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154 | }
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155 | }
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156 | delete[] shapes;
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157 | }
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158 |
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159 |
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160 | void Bullet::setStandardExplosionForces()
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161 | {
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162 | //std::vector<NxShape*> shapeList = this->getShapesInSphere(radius);
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163 | Vector globalPos = this->getAbsolutePosition();
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164 | Vector dir;
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165 | NxShape *shape;
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166 | Vector sPos;
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167 | for(UINT i=0;i<this->shapeList.size();i++) {
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168 | shape = this->shapeList.at(i);
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169 | if(shape->getGroup()!=UserContactReport::COLGROUP_NOCOL &&
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170 | shape->getGroup()!=UserContactReport::COLGROUP_TERRAIN &&
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171 | !shape->getActor().readBodyFlag(NX_BF_KINEMATIC)) {
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172 | sPos.setNxVector(shape->getGlobalPosition());
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173 | dir = sPos - globalPos;
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174 | if(dir.length()<this->impactRadius) {
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175 | //Object in Explosionsradius
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176 | dir = dir*((this->impactRadius - dir.length())/this->impactRadius);
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177 | if(shape->getGroup()!=UserContactReport::COLGROUP_PLAYER) {
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178 | dir = dir*this->impactForce*50;
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179 | } else {
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180 | dir = dir*this->impactForce*5;
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181 | }
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182 | shape->getActor().addForceAtPos(dir.getNxVector(), globalPos.getNxVector(), NX_IMPULSE);
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183 | }
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184 | }
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185 | }
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186 | }
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187 |
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188 | void Bullet::addParticleEmitter(ParticleEmitter *_emitter)
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189 | {
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190 | _emitter->setStandBy(true);
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191 | _emitter->setVisible(false);
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192 | this->particleEmitterList.push_back(_emitter);
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193 | }
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194 |
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195 | void Bullet::addParticleCube(ParticleCube *_cube)
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196 | {
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197 | this->setStandBy(true);
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198 | this->particleCubeList.push_back(_cube);
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199 | }
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200 |
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201 | void Bullet::startParticleEmitter()
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202 | {
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203 | //Show Explosionsprite
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204 | Sprite* expSprite = (Sprite*) this->myScene->createNode(Scene::NODE_SPRITE);
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205 | float size = 16*this->impactForce/3;
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206 | expSprite->setDimension(size, size);
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207 | expSprite->setTexture("./media/textures/explosion.png");
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208 | expSprite->setLookAtCamera(true);
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209 | expSprite->setAlpha(0.5f);
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210 | expSprite->generatePhysicMesh();
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211 | expSprite->setFPS(35);
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212 | expSprite->setRowColumnCount(8, 8);
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213 | expSprite->setFrameCount(64);
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214 | expSprite->setLoopAnimation(true);
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215 | expSprite->setTimeToLive(2);
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216 | expSprite->setPosition(this->getAbsolutePosition());
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217 |
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218 | //Start Emitter and ParticleCubes
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219 | Vector globalPos;
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220 | Vector rightVec(1, 0, 0);
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221 | Vector upVec;
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222 | upVec = impactNormal.crossProd(rightVec);
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223 | globalPos = this->getAbsolutePosition();
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224 | for(UINT i=0;i<this->particleEmitterList.size();i++) {
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225 | this->particleEmitterList.at(i)->orientAndMove(impactNormal, upVec, globalPos, false);
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226 | this->particleEmitterList.at(i)->setDeleteMeAfterEmission(true);
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227 | this->particleEmitterList.at(i)->setStandBy(false);
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228 | }
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229 | for(UINT i=0;i<this->particleCubeList.size();i++) {
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230 | this->setStandBy(false);
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231 | this->particleCubeList.at(i)->orientAndMove(impactNormal, upVec, globalPos, false);
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232 | }
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233 | }
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234 |
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235 | void Bullet::killMe()
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236 | {
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237 | //if(this->explodeAtDeath) {
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238 | this->startParticleEmitter();
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239 | //}
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240 | /*for(UINT i=0;i<this->particleEmitterList.size();i++) {
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241 | this->particleEmitterList.at(i)->killMe();
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242 | }
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243 | for(UINT i=0;i<this->particleCubeList.size();i++) {
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244 | this->particleCubeList.at(i)->killMe();
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245 | }
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246 | this->particleCubeList.clear();
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247 | this->particleEmitterList.clear();*/
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248 | if(this->flySound)
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249 | this->flySound->killMe();
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250 | if(this->impactSound) {
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251 | this->impactSound->setPosition(this->getAbsolutePosition());
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252 | this->impactSound->setKillSoundNodeAfterPlayed(true);
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253 | //this->impactSound->killMe();
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254 | }
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255 | Node::killMe();
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256 | }
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257 |
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258 | /*void Bullet::cloneParticleEmitterAndCubes(Bullet* newBullet) {
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259 | for(int i=0;i<this->particleEmitterList.size();i++) {
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260 | newBullet->addParticleEmitter((ParticleEmitter*) this->particleEmitterList.at(i)->clone());
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261 | }
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262 | for(int i=0;i<this->particleCubeList.size();i++) {
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263 | newBullet->addParticleCube((ParticleCube*) this->particleCubeList.at(i)->clone());
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264 | }
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265 | }*/ |
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