//--------------------------------------------------------------------------------
void ofxTLUIHeader::onButtonEvent(ofxDatGuiButtonEvent e)
{
    // we have a couple ways to figure out which button was clicked //
    
    // we can compare our button pointer to the target of the event //
//    if (e.target == guiTrackName)
//    {
//        
//        
//    }

    // else // or we can check against the label of the event target //
    cout << "ofxTLUIHeader :: button event from : " << e.target->getLabel() <<endl;

    if(e.target == guiTrackName)
    {
        string newTrackName = ofSystemTextBoxDialog("Track name ?");
        if(newTrackName!="")
        {
            guiTrackName->setLabel(newTrackName);
            getTrack()->setDisplayName(newTrackName);
        }
    }
    
    if (e.target->getLabel() == "OSC OUT")
    {
        modified = true;

    }
    else if(e.target->getLabel() == "OSC IN")
    {
        modified = true;
        
    }
    else if(e.target->getLabel() == "PLAY SOLO")
    {
        //if(e.target->getEnabled())
        {
            cout << "PLAY SOLO PRESSED" << endl;
            modified = true;
            getTrack()->togglePlay();
        }
    }
    else if(e.target->getLabel() == "DELETE")
    {
        setShouldDelete(true);
        modified = true;
    }
    else if(e.target->getLabel()=="OSC ADDRESS     ::")
    {
        cout << "TLUHeader:: OSC Folder Event";
        string add = ofSystemTextBoxDialog("OSC address ?");
        if(add!="") guiOscAddressLabel->setLabel(add);
    }

    
}
void Explosion::think(const double elapsedTime)
{
	//Run entity think routines.
	Entity::think(elapsedTime);

	//Check if Explosion lifetime is over.
	if(mLifeTimer.getElapsedTime() > 1000)
		setShouldDelete(true);
}
Exemple #3
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XFStaticEvent::XFStaticEvent(int id, IXFReactive * pBehavior)
: IXFEvent(IXFEvent::Event, id, pBehavior)
{
	// Clear the shouldDelete flag in the _eventStatus attribute.
	setShouldDelete(false);
}
Exemple #4
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void Grenade::think(const double elapsedTime)
{
	//Run entity think routines.
	Entity::think(elapsedTime);

	//Check if Grenade lifetime is over.
	if(mLifeTimer.getElapsedTime() > ttl)
	{
		game->getEntityManager()->add(New Explosion(mPosition,3.0f));
		setShouldDelete(true);
	}

	mVelocity.Y -= 0.001;

	if(mPosition.Y < -1.f)
	{
		mVelocity.Y = -mVelocity.Y;
		mVelocity.Y *= GRENADE_DAMPING;

		//if(abs(mVelocity.Y) > 0.01f)
			//game->getSoundEngine()->play3DSound(game->getResourceManager()->get("squishsound"), mPosition, 3.0, randomFloat(0.75,1.25));

		if(rotator < 0)
		{
			rotator += 5;

			if(rotator > 0)
			{
				rotator = 0;
			}
		}
		else if(rotator > 0)
		{
			rotator -= 5;

			if(rotator < 0)
				rotator = 0;
		}

		game->getSoundEngine()->play3DSound(game->getResourceManager()->get("grenade_clink"), mPosition, 0.8f, randomFloat(0.75,1.25));
	}

	if(game->getCurrentMap()->getTile(int(mPosition.X + mVelocity.X), int(mPosition.Z)).type == TYPE_WALL)
	{
		mVelocity.X = -mVelocity.X;

		mVelocity *= GRENADE_DAMPING;

		game->getSoundEngine()->play3DSound(game->getResourceManager()->get("grenade_clink"), mPosition, 0.8f, randomFloat(0.75,1.25));

	}
	if(game->getCurrentMap()->getTile(int(mPosition.X), int(mPosition.Z + mVelocity.Z)).type == TYPE_WALL)
	{
		mVelocity.Z = -mVelocity.Z;

		mVelocity *= GRENADE_DAMPING;

		game->getSoundEngine()->play3DSound(game->getResourceManager()->get("grenade_clink"), mPosition, 0.8f, randomFloat(0.75,1.25));
	}

	//Add velocity to current position.
	mPosition += mVelocity;

	mpAnim->setRotation(mpAnim->getRotation() + rotator);

	if(mVoice)
		mVoice->setPosition(mPosition);
}