mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
126 lines
3.9 KiB
C++
Executable File
126 lines
3.9 KiB
C++
Executable File
#include <algorithm>
|
|
|
|
#include <node.h>
|
|
#include <model.h>
|
|
#include <material.h>
|
|
#include <quaternion.h>
|
|
|
|
#include <stateManager.h>
|
|
|
|
#include "game.h"
|
|
#include "unit.h"
|
|
#include "util.h"
|
|
#include "projectile.h"
|
|
#include "defConfigs.h"
|
|
#include "inGameAppState.h"
|
|
#include "fx.h"
|
|
|
|
using namespace std;
|
|
using namespace vb01;
|
|
|
|
namespace battleship{
|
|
using namespace configData;
|
|
using namespace gameBase;
|
|
|
|
Projectile::Projectile(Unit *unit, Node *node, Vector3 pos, Vector3 dir, Vector3 left, Vector3 up, int id, int weaponTypeId, int weaponId) : GameObject(GameObject::Type::PROJECTILE, id, unit->getPlayer(), pos, Quaternion::QUAT_W){
|
|
this->unit = unit;
|
|
this->id = id;
|
|
this->weaponTypeId = weaponTypeId;
|
|
this->pos = pos;
|
|
initPos = pos;
|
|
|
|
dirVec = dir;
|
|
leftVec = left;
|
|
upVec = up;
|
|
|
|
initProperties(weaponId);
|
|
initModel(node);
|
|
initSound();
|
|
}
|
|
|
|
Projectile::~Projectile(){
|
|
}
|
|
|
|
void Projectile::initProperties(int weaponId){
|
|
GameObject::initProperties();
|
|
|
|
sol::table SOL_LUA_STATE = generateView()[GameObject::getGameObjTableName()];
|
|
rayLength = SOL_LUA_STATE["rayLength"][id + 1][weaponTypeId + 1][weaponId + 1];
|
|
damage = SOL_LUA_STATE["damage"][id + 1][weaponTypeId + 1][weaponId + 1];
|
|
speed = SOL_LUA_STATE["speed"][id + 1][weaponTypeId + 1][weaponId + 1];
|
|
}
|
|
|
|
void Projectile::initModel(Node *node){
|
|
if(!node){
|
|
sol::table SOL_LUA_STATE = generateView()[GameObject::getGameObjTableName()];
|
|
string meshPath = SOL_LUA_STATE["meshPath"][id + 1][weaponTypeId + 1];
|
|
this->node = new Model(meshPath);
|
|
|
|
Material *mat = new Material(Root::getSingleton()->getLibPath() + "texture");
|
|
mat->addBoolUniform("lightingEnabled", false);
|
|
|
|
string diffTexPath = SOL_LUA_STATE["diffuseMapTextPath"][id + 1][weaponTypeId + 1];
|
|
string f[]{diffTexPath};
|
|
Texture *diffuseTexture = new Texture(f, 1, false);
|
|
mat->addTexUniform("textures[0]", diffuseTexture, true);
|
|
|
|
this->node->setMaterial(mat);
|
|
}
|
|
|
|
this->node->setPosition(pos);
|
|
}
|
|
|
|
void Projectile::initSound(){
|
|
GameManager *gm = GameManager::getSingleton();
|
|
|
|
sol::table SOL_LUA_STATE = generateView()[GameObject::getGameObjTableName()];
|
|
string unitName = SOL_LUA_STATE["name"][id + 1];
|
|
string projectileName = SOL_LUA_STATE["projectileName"][id + 1][weaponTypeId + 1];
|
|
string p1 = gm->getPath() + "Sounds/" + unitName + "s/" + projectileName + ".ogg";
|
|
string p2 = gm->getPath() + "Sounds/Explosions/explosion03" + to_string(rand() % 4) + ".ogg";
|
|
|
|
shotSfxBuffer = new sf::SoundBuffer();
|
|
explosionSfxBuffer = new sf::SoundBuffer();
|
|
|
|
if(shotSfxBuffer->loadFromFile(p1.c_str())){
|
|
shotSfx = new sf::Sound(*shotSfxBuffer);
|
|
shotSfx->play();
|
|
}
|
|
|
|
if(explosionSfxBuffer->loadFromFile(p2.c_str()))
|
|
explosionSfx = new sf::Sound(*explosionSfxBuffer);
|
|
}
|
|
|
|
void Projectile::update() {
|
|
if(unit->isDebuggable())
|
|
debug();
|
|
|
|
checkForCollision();
|
|
}
|
|
|
|
void Projectile::checkForCollision() {
|
|
}
|
|
|
|
void Projectile::explode(Node *collNode) {
|
|
exploded = true;
|
|
|
|
for (Player *p : Game::getSingleton()->getPlayers()) {
|
|
for (Unit *u : p->getUnits())
|
|
if (collNode == u->getNode())
|
|
u->takeDamage(damage);
|
|
}
|
|
|
|
StateManager *sm = GameManager::getSingleton()->getStateManager();
|
|
InGameAppState *inGameState = ((InGameAppState*)sm->getAppStateByType((int)AppStateType::IN_GAME_STATE));
|
|
string path = GameManager::getSingleton()->getPath() + "Sounds/Explosions/explosion0" + to_string(rand() % 4) + ".ogg";
|
|
}
|
|
|
|
void Projectile::debug(){
|
|
}
|
|
|
|
void Projectile::orientProjectile(Quaternion rot){
|
|
node->setOrientation(rot);
|
|
this->rot = rot;
|
|
}
|
|
}
|