removed many Irrlicht references

This commit is contained in:
devZoGok
2021-10-31 15:13:47 +02:00
parent 0e236a44d6
commit b18b2fe9a8
70 changed files with 1822 additions and 1529 deletions
+20 -17
View File
@@ -1,3 +1,5 @@
#include <model.h>
#include "depthCharge.h"
#include "stateManager.h"
#include "inGameAppState.h"
@@ -5,52 +7,53 @@
using namespace game::core;
using namespace game::util;
using namespace irr::core;
using namespace irr::scene;
using namespace vb01;
namespace game{
namespace content{
DepthCharge::DepthCharge(Unit *unit, vector3df pos,vector3df dir, vector3df left, vector3df up, int id,int weaponTypeId,int weaponId) :
Projectile(unit, nullptr, pos, dir, left, up, id,weaponTypeId,weaponId) {
speed=0;
initTime=getTime();
DepthCharge::DepthCharge(Unit *unit, Vector3 pos, Vector3 dir, Vector3 left, Vector3 up, int id, int weaponTypeId, int weaponId) :
Projectile(unit, nullptr, pos, dir, left, up, id, weaponTypeId, weaponId) {
speed = 0;
initTime = getTime();
}
void DepthCharge::update(){
//x=x0+vX+a*t*t/2
//y=y0+vY-g*t*t/2
float t = float(getTime() - initTime) / 1000;
pos = initPos + dirVec * speed + vector3df(0, speed * t - .5 * g * t * t, 0);
pos = initPos + dirVec * speed + Vector3(0, speed * t - .5 * g * t * t, 0);
node->setPosition(pos);
checkForCollision();
}
void DepthCharge::checkForCollision() {
InGameAppState *inGameState = ((InGameAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::IN_GAME_STATE));
ISceneNode *collNode=nullptr;
bool detonated=false;
Node *collNode = nullptr;
bool detonated = false;
if(pos.Y<-10)
detonated=true;
if(pos.y < -10)
detonated = true;
if(!detonated)
for(Player *p : inGameState->getPlayers())
for(Unit *u : p->getUnits()){
if(u==unit) continue;
if(u == unit) continue;
vector3df p0=u->getCorner(0);
vector3df p1=u->getCorner(1);
vector3df p3=u->getCorner(3);
vector3df p4=u->getCorner(4);
Vector3 p0 = u->getCorner(0);
Vector3 p1 = u->getCorner(1);
Vector3 p3 = u->getCorner(3);
Vector3 p4 = u->getCorner(4);
/*
if(isWithinCuboid(p0,p1,p3,p4,pos)){
detonated=true;
collNode=u->getNode();
}
*/
}
if(detonated)
explode(collNode);
}
void DepthCharge::explode(ISceneNode *collNode) {
void DepthCharge::explode(Node *collNode) {
Projectile::explode(collNode);
}
}