void Player::Start() { IsTrigger(true); SetGravity(0.0f); SetVelocity(0.0f,0.0f); SetFriction(0.1f); SetDamping(1.0f); SetAngularDamping(1.5f); lives = 3; SetState(NormalState); lookAtPoint = Vector2(2.0f, 2.0f); speed = 7.0f; firstFire = true; }
void CsShipObject::Spawn() { assert(mNode); //if(!mRightWing->getParentSceneNode()) mNode->addChild(mRightWing); //if(!mLeftWing->getParentSceneNode()) mNode->addChild(mLeftWing); //if(!mNode->getParent()) CsGame::GetSingletonPtr()->GetSceneMgr()->getRootSceneNode()->addChild(mNode); CsRenderMessage msg; msg.type = CsRenderMessage::ATTACH_NODE; msg.info.nodeInfo.parent = CsGame::GetSingletonPtr()->GetSceneMgr()->getRootSceneNode(); msg.info.nodeInfo.child = mNode; CsGame::GetSingletonPtr()->GetRenderTempQueue()->push(msg); msg.info.nodeInfo.parent = mNode; msg.info.nodeInfo.child = mPerfectModel; CsGame::GetSingletonPtr()->GetRenderTempQueue()->push(msg); msg.info.nodeInfo.child = mRightWing; CsGame::GetSingletonPtr()->GetRenderTempQueue()->push(msg); msg.info.nodeInfo.child = mLeftWing; CsGame::GetSingletonPtr()->GetRenderTempQueue()->push(msg); // stimalsena: re-enabled //msg.type = CsRenderMessage::SHOW_DOT; //msg.info.dot = mDot; //CsGame::GetSingletonPtr()->GetRenderTempQueue()->push(msg); //-------------------- // now start the physics part if (!mRigidBody->isInWorld()) CsGame::GetSingletonPtr()->GetBulletManager()->GetDynamicsWorld()->addRigidBody(mRigidBody, Chaos::SHIP_OBJECT, Chaos::SHIP_MASK); //mRigidBody->setActivationState(ACTIVE_TAG); mShipStatus = ACTIVE; mHP = Chaos::PERFECT; mPrevHealth = mCurrentHealth = Chaos::PERFECT; if (mAIShip) { mFSM->SetCurrentState(CsIdle::Instance()); //mFSM->ChangeState(CsChase::Instance()); } SetDamping(); ResetDamping(); ResetThrottle(); mActive = true; // sounds mJetSound.Loop(true); mJetSound.Play(); }
void PhysicsWorld::SetDamping(float damping) { SetDamping(damping, damping); }