budnhead/org.niclasundharald.engine/BallisticActor.cs
2017-05-08 14:59:41 +02:00

83 lines
1.4 KiB
C#

using System;
using org.niclasundharald.engine.graphics.primitives;
using org.niclasundharald.engine.graphics;
using OpenTK;
namespace org.niclasundharald.engine
{
public class BallisticActor : Actor
{
public BallisticActor(int id)
:base(id)
{
this.Model3D = ModelManager.instance.findModel("ballistisch");
for (int n=0;n < this.Model3D.vertexes.Length;n++){
this.Model3D.colors[n] = new Vector4(1.0f,0.2f + (0.5f * this.Model3D.vertexes[n].Z / -4.0f),0,1.0f);
}
this.Model3D.rebind();
setBuffers("HowFire", "HowHit");
setDistanceAttenuation(2, 200, 800);
}
byte hit = 0;
public override void update(float timespan)
{
base.update(timespan);
Velocity += (Physics.Gravitation * timespan);
Position += Velocity * timespan;
Scale = Matrix4.CreateScale(3.0f);
setHeading( Velocity, Physics.Gravitation);
Console.WriteLine("BallisticActor update: {0} / {1}",Position,Velocity);
updateSoundState();
Console.WriteLine("Playing:" + isPlaying);
try{
Vector3 ground = SquaredMap.activeMap.ground(Position.Xy);
if (Position.Z <= ground.Z){
if(hit != 1)
{
playSound("HowHit");
updateSoundState();
hit = 1;
}
if(!isPlaying)
{
destroy();
}
}
} catch (OutOfWorldException e){
if(!isPlaying)
destroy();
}
}
public void fire()
{
playSound("HowFire");
}
}
}