topical media & game development
lib-game-delta3d-demos-TankTarget-KillableTargetActor.h / h
/* -*-c++-*-
* TutorialLibrary - KillableTargetActor (.h & .cpp) - Using 'The MIT License'
* Copyright (C) 2006-2008, Alion Science and Technology Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*
author: Curtiss Murphy
*
author: Chris Osborn
*/
ifndef __GM_TUTORIAL_KILLABLE_TARGET_ACTOR__
define __GM_TUTORIAL_KILLABLE_TARGET_ACTOR__
include <export.h>
include <dtCore/refptr.h>
include <dtActors/gamemeshactor.h>
include <dtCore/shaderprogram.h>
include <dtCore/shaderparamfloat.h>
include <dtCore/particlesystem.h>
include <dtCore/transform.h>
include <dtDAL/resourcedescriptor.h>
/////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////
class TUTORIAL_TANK_EXPORT KillableTargetActor : public dtActors::GameMeshActor
{
class SwitchVisitor : public osg::NodeVisitor
{
public:
SwitchVisitor( const std::string& state );
void apply( osg::Switch& switchNode );
void SetSwitchState( const std::string& state );
const std::string& GetSwitchState() const;
private:
std::string mSwitchState;
};
public:
// Constructs the tank actor.
KillableTargetActor(dtGame::GameActorProxy &proxy);
This method is an invokable called when an object is local and
receives a tick.
parameter: tickMessage A message containing tick related information.
virtual void OnTickLocal(const dtGame::TickMessage& tickMessage);
This method is an invokable called when an object is remote and
receives a tick.
parameter: tickMessage A message containing tick related information.
virtual void OnTickRemote(const dtGame::TickMessage& tickMessage);
Generic handler (Invokable) for messages. Overridden from base class.
This is the default invokable on GameActorProxy.
virtual void ProcessMessage(const dtGame::Message &message);
void SetShaderEffect(const std::string& shaderEffect);
const std::string& GetShaderEffect() const { return mShaderEffect; }
void SetMaxHealth(int maxHealth);
int GetMaxHealth() const { return mMaxHealth; }
void SetCurrentHealth(int currentHealth);
int GetCurrentHealth() const { return mCurrentHealth; }
// Called when the actor has been added to the game manager.
// You can respond to OnEnteredWorld on either the proxy or actor or both.
virtual void OnEnteredWorld();
//void UpdateShaderParams();
protected:
virtual ~KillableTargetActor() { };
private:
void ApplyMyShader();
void ResetState();
// Exposed Properties
std::string mShaderEffect;
int mMaxHealth;
// Private State
int mCurrentHealth;
bool mIsTargeted;
dtCore::RefPtr<dtCore::ShaderProgram> mCurrentShader;
std::string mCurrentShaderName;
dtCore::RefPtr<dtCore::ParticleSystem> mSmallExplosion;
dtCore::RefPtr<dtCore::ParticleSystem> mLargeExplosion;
dtCore::Transform mOriginalPosition;
};
/////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////
class TUTORIAL_TANK_EXPORT KillableTargetActorProxy : public dtActors::GameMeshActorProxy
{
public:
// Constructs the proxy.
KillableTargetActorProxy();
// Creates the properties that are custom to the hover tank proxy.
virtual void BuildPropertyMap();
protected:
virtual ~KillableTargetActorProxy() { };
// Creates an instance of our hover tank actor
virtual void CreateActor();
// Called when this proxy is added to the game manager (ie, the "world")
// You can respond to OnEnteredWorld on either the proxy or actor or both.
virtual void OnEnteredWorld();
};
endif //KILLABLE_TARGET_ACTOR
(C) Æliens
04/09/2009
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