int main(int argc, char* argv[]) { Hammer h; Knee k1(1); QObject::connect(&h, SIGNAL(hit(bool)), &k1, SLOT(reflex(bool))); h.setHardHit(true); h.setHardHit(false); return 0; }
//-------------------------------------------------------------- void PinballChinoManager::onReleaseBallLauncherEvent(void){ for(int i = 0; i < myScenario.ScenarioObjects.size(); i++) { if (myScenario.ScenarioObjects[i]->type == 5) { Hammer* hammer = (Hammer*) myScenario.ScenarioObjects[i]; hammer->onReleaseEvent(); } } }
bool Board::fireHammer(Grid location, zf::Direction direction) { if(isMoving()) { return false; } Grid directionGrid = Grid(0,0); switch(direction) { case zf::North: directionGrid = Grid(-1,0); break; case zf::South: directionGrid = Grid(1,0); break; case zf::East: directionGrid = Grid(0,1); break; case zf::West: directionGrid = Grid(0,-1); break; } Grid nextGrid = location + directionGrid; Brick* brick = getBrickAt(nextGrid.row , nextGrid.col); if(brick != 0) { return false; // if there is a brick blocking directly, don't allow it to shoot. } //find the first block that it will hit // move nextGrid back first nextGrid -= directionGrid; while(brick == 0) { nextGrid += directionGrid; Grid temp = nextGrid + directionGrid; if(!inShootableRange(temp.row,temp.col)) // if the next is not in shootable range , break { // prevent out of bound break; } brick = getBrickAt(temp.row, temp.col); } _knock = 0; Hammer* hammer = new Hammer(_game,this); putHammerInto(location.row,location.col,hammer); _currentMovingDirection = directionGrid; hammer->moveToLocation(nextGrid.row, nextGrid.col); return true; }
//-------------------------------------------------------------- void Scenario::pushObject(ofxBulletWorldRigid &world, int typeObject, ofVec3f pos){ // ScenarioObjects.push_back(&m_obstable1); /* ofVec3f pos; pos.x = ScenarioXml.getValue("positionX",0.0, 0); pos.y = ScenarioXml.getValue("positionY",0.0, 0); pos.z = ScenarioXml.getValue("positionZ",0.0, 0); */ switch(typeObject){ case SimpleObject::ShapeTypeBall:{ Ball *oBall = new Ball(currentMissions); oBall->setup(world, pos); oBall->setDefaultZ(); ScenarioObjects.push_back(oBall); } break; case SimpleObject::ShapeTypeHammer:{ Hammer *oHammer = new Hammer(currentMissions); oHammer->setup(world, pos); oHammer->setDefaultZ(); ScenarioObjects.push_back(oHammer); } break; case SimpleObject::ShapeTypeLever:{ Lever *oLever = new Lever(currentMissions); int dir = 0; oLever->setup(world, pos, "cylinder.stl", ofVec3f(0.05, 0.05, 0.05), dir); oLever->setDefaultZ(); ScenarioObjects.push_back(oLever); } break; case SimpleObject::ShapeTypeObstacle:{ Obstacle *oObstable = new Obstacle(currentMissions); oObstable->setup(world, pos, "cylinder.stl", ofVec3f(0.05, 0.05, 0.05)); oObstable->setDefaultZ(); ScenarioObjects.push_back(oObstable); } break; } }
void Scenario::loadFromXml(ofxBulletWorldRigid &world){ ofxXmlSettings ScenarioXml; if(ScenarioXml.loadFile(PinballChinoManager::projectName+"/scenario.xml")){ ScenarioXml.pushTag("scenario"); int numberOfSavedObjects = ScenarioXml.getNumTags("object"); for(int i = 0; i < numberOfSavedObjects; i++){ ScenarioXml.pushTag("object", i); SimpleObject::shapeType Type = (SimpleObject::shapeType)ScenarioXml.getValue("type", 0); int objId = ScenarioXml.getValue("id", 0); ofVec3f pos, scale; pos.x = ScenarioXml.getValue("positionX",0.0, 0); pos.y = ScenarioXml.getValue("positionY",0.0, 0); pos.z = ScenarioXml.getValue("positionZ",0.0, 0); scale.x = ScenarioXml.getValue("scaleX",0.0, 0); scale.y = ScenarioXml.getValue("scaleY",0.0, 0); scale.z = ScenarioXml.getValue("scaleZ",0.0, 0); ofQuaternion rotation; ofVec4f rot; rot.x = ScenarioXml.getValue("rotationX",0.0,0); rot.y = ScenarioXml.getValue("rotationY",0.0,0); rot.z = ScenarioXml.getValue("rotationZ",0.0,0); rot.w = ScenarioXml.getValue("rotationW",0.0,0); rotation.set(rot); string path; path = ScenarioXml.getValue("path","", 0); //TODO uncomment the line below when the xml is properly configured //string strcolor = ScenarioXml.getValue("color", "0xFFFFFF", 0); int color = ScenarioXml.getValue("color", 0xFFFFFF, 0); int pointsCollision = ScenarioXml.getValue("pointsCollision", 0, 0); int invisible = 0; // Visible by default event if this value is not implemented in the Xml editor invisible = ScenarioXml.getValue("invisible", 0, 0); switch(Type){ case SimpleObject::ShapeTypeBall:{ Ball *oBall = new Ball(currentMissions); float mass = ScenarioXml.getValue("mass", 0.0); float radius = ScenarioXml.getValue("radius", 0.0); float restitution = ScenarioXml.getValue("restitution", 0.0); float friction = ScenarioXml.getValue("friction", 0.0); oBall->setup(world, pos, mass, radius, restitution, friction); oBall->SetObjectId(objId); oBall->setRotation(rotation); oBall->color = color; oBall->setVisibility(invisible); ScenarioObjects.push_back(oBall); } break; case SimpleObject::ShapeTypeHammer:{ Hammer *oHammer = new Hammer(currentMissions); oHammer->setup(world, pos); oHammer->SetObjectId(objId); oHammer->setRotation(rotation); oHammer->color = color; oHammer->setVisibility(invisible); ScenarioObjects.push_back(oHammer); oHammer->setupRot(); } break; case SimpleObject::ShapeTypeLever:{ Lever *oLever = new Lever(currentMissions); int dir = ScenarioXml.getValue("LeverType", 0); oLever->setup(world, pos, path, scale, dir); oLever->SetObjectId(objId); oLever->setRotation(rotation); oLever->color = color; oLever->setVisibility(invisible); ScenarioObjects.push_back(oLever); } break; case SimpleObject::ShapeTypeObstacle:{ Obstacle *oObstable = new Obstacle(currentMissions); //oObstable->setup(world, pos, "3DModels/chino_6.dae"); oObstable->setup(world, pos, path, scale); oObstable->SetObjectId(objId); oObstable->setRotation(rotation); oObstable->color = color; oObstable->setVisibility(invisible); ScenarioObjects.push_back(oObstable); oObstable->setPointsCollision(pointsCollision); oObstable->setupRot(); } break; case SimpleObject::ShapeTypeGravity:{ Gravity *oGravity = new Gravity(currentMissions); //oObstable->setup(world, pos, "3DModels/chino_6.dae"); oGravity->setup(world, pos, path, scale); oGravity->SetObjectId(objId); oGravity->setRotation(rotation); oGravity->color = color; oGravity->setVisibility(invisible); ScenarioObjects.push_back(oGravity); oGravity->setPointsCollision(pointsCollision); oGravity->setupRot(); } break; case SimpleObject::ShapeTypeTeleporter:{ Teleporter *oTeleporter = new Teleporter(currentMissions); //oObstable->setup(world, pos, "3DModels/chino_6.dae"); oTeleporter->setup(world, pos, path, scale); oTeleporter->SetObjectId(objId); oTeleporter->setRotation(rotation); oTeleporter->color = color; oTeleporter->setVisibility(invisible); ScenarioObjects.push_back(oTeleporter); oTeleporter->setPointsCollision(pointsCollision); oTeleporter->setupRot(); } break; case SimpleObject::ShapeTypeRamp:{ Ramp *oRamp = new Ramp(currentMissions); //oObstable->setup(world, pos, "3DModels/chino_6.dae"); oRamp->setup(world, pos, path, scale); oRamp->SetObjectId(objId); oRamp->setRotation(rotation); oRamp->color = color; oRamp->setVisibility(invisible); ScenarioObjects.push_back(oRamp); oRamp->setPointsCollision(pointsCollision); oRamp->setupRot(); } break; case SimpleObject::ShapeTypeObstacleTriShapeMesh:{ ObstacleTriShapeMesh *oObstacleTriShapeMesh= new ObstacleTriShapeMesh(currentMissions); oObstacleTriShapeMesh->setup(world, pos, path, scale); oObstacleTriShapeMesh->SetObjectId(objId); oObstacleTriShapeMesh->setRotation(rotation); oObstacleTriShapeMesh->color = color; oObstacleTriShapeMesh->setVisibility(invisible); ScenarioObjects.push_back(oObstacleTriShapeMesh); oObstacleTriShapeMesh->setPointsCollision(pointsCollision); oObstacleTriShapeMesh->setupRot(); } break; case SimpleObject::ShapeTypeAnimatedObject:{ AnimatedObject *oAnimatedObject = new AnimatedObject(currentMissions); //oObstable->setup(world, pos, "3DModels/chino_6.dae"); oAnimatedObject->setup(world, pos, path, scale); oAnimatedObject->SetObjectId(objId); oAnimatedObject->setRotation(rotation); oAnimatedObject->color = color; oAnimatedObject->setVisibility(invisible); ScenarioObjects.push_back(oAnimatedObject); oAnimatedObject->setPointsCollision(pointsCollision); oAnimatedObject->setupRot(); } break; case SimpleObject::ShapeTypeAnimatedMotionPath:{ string pathMotionModel; pathMotionModel = ScenarioXml.getValue("pathMotionModel","", 0); AnimatedMotionPath *oAnimatedMotionPath = new AnimatedMotionPath(currentMissions); oAnimatedMotionPath->setup(world, pos, path, pathMotionModel, scale); oAnimatedMotionPath->SetObjectId(objId); oAnimatedMotionPath->setRotation(rotation); oAnimatedMotionPath->color = color; oAnimatedMotionPath->setVisibility(invisible); ScenarioObjects.push_back(oAnimatedMotionPath); oAnimatedMotionPath->setPointsCollision(pointsCollision); oAnimatedMotionPath->setupRot(); } break; case SimpleObject::ShapeTypeAnimatedMesh:{ AnimatedMesh *oAnimatedMesh = new AnimatedMesh(currentMissions); //oObstable->setup(world, pos, "3DModels/chino_6.dae"); oAnimatedMesh->setup(world, pos, path, scale); oAnimatedMesh->SetObjectId(objId); oAnimatedMesh->setRotation(rotation); oAnimatedMesh->color = color; oAnimatedMesh->setVisibility(invisible); ScenarioObjects.push_back(oAnimatedMesh); oAnimatedMesh->setPointsCollision(pointsCollision); oAnimatedMesh->setupRot(); } break; case SimpleObject::ShapeTypeGeneratedMesh:{ GeneratedMesh *oGeneratedMesh = new GeneratedMesh(currentMissions); //oObstable->setup(world, pos, "3DModels/chino_6.dae"); oGeneratedMesh->setup(world, pos, path, scale); oGeneratedMesh->SetObjectId(objId); oGeneratedMesh->setRotation(rotation); oGeneratedMesh->color = color; oGeneratedMesh->setVisibility(invisible); ScenarioObjects.push_back(oGeneratedMesh); oGeneratedMesh->setPointsCollision(pointsCollision); oGeneratedMesh->setupRot(); } break; case SimpleObject::ShapeTypeBounds:{ Bounds *oBounds = new Bounds(currentMissions); oBounds->setup(world, pos, path, scale); oBounds->SetObjectId(objId); oBounds->setRotation(rotation); oBounds->color = color; oBounds->setVisibility(invisible); ScenarioObjects.push_back(oBounds); oBounds->setupRot(); } break; } ScenarioXml.popTag(); } ScenarioXml.popTag(); //pop position } else{ ofLogError("Scenario file did not load!"); } }
int ACE_TMAIN(int argc, ACE_TCHAR *argv[]) { try { CORBA::ORB_var orb = CORBA::ORB_init (argc, argv); if (parse_args (argc, argv) != 0) return 1; ACE_DEBUG ((LM_DEBUG, ACE_TEXT ("(%P|%t) - Acquiring Name Service\n"))); CORBA::Object_var nmobj = orb->resolve_initial_references ("NameManager"); FT_Naming::NamingManager_var naming_manager = FT_Naming::NamingManager::_narrow (nmobj.in()); TAO_Naming_Client name_svc; try { ACE_Time_Value timeout (10); // Wait up to 10 seconds for the naming service if (name_svc.init (orb.in (), &timeout) != 0) ACE_ERROR_RETURN ((LM_DEBUG, ACE_TEXT ("client: Could not connect to ") ACE_TEXT ("naming service.\n")), 1); } catch (const CORBA::Exception& ex) { ex._tao_print_exception ( ACE_TEXT ("Exception caught while initializing name ") ACE_TEXT ("service facade:")); return 1; } Hammer hammer; if (hammer.setup(orb.in(), naming_manager.in()) == -1) { return 1; } CosNaming::Name name (1); name.length (1); name[0].id = CORBA::string_dup ("basic_name"); CORBA::Object_var tmp; Test::Basic_var basic; // Iterate enough so we get a few wrap-arounds for (int i = 0; i < 15; i++) { if (i == 3) { hammer.activate (THR_NEW_LWP | THR_JOINABLE, hammers); } try { // Each time we invoke resolve, we get a different member tmp = name_svc->resolve (name); // Narrow it to a Basic object basic = Test::Basic::_narrow (tmp.in ()); } catch (CORBA::Exception& ex) { ex._tao_print_exception (ACE_TEXT ("Error resolving name.\n")); } if (CORBA::is_nil (basic.in ())) { ACE_ERROR_RETURN ((LM_DEBUG, ACE_TEXT ("Server obj ref not obtained ") ACE_TEXT ("from Load Balancing Name Service\n"), ior), 1); } try { CORBA::String_var the_string = basic->get_string (); ACE_DEBUG ((LM_DEBUG, ACE_TEXT ("(%P|%t) - Client request handled ") ACE_TEXT ("by object at <%C>\n"), the_string.in ())); } catch (CORBA::Exception& ex) { ex._tao_print_exception ( ACE_TEXT ("Error invoking get_string on Basic object.\n")); return 1; } // Remove one member after we wrapped around to make sure naming manager can // handle it successufully if (i == 7) { try { // Try removing a member basic->remove_member (); } catch (CORBA::Exception& ex) { ex._tao_print_exception ( ACE_TEXT ("Error invoking get_string on Basic object.\n")); return 1; } } } hammer.wait (); try { basic->shutdown (); ACE_DEBUG ((LM_DEBUG, ACE_TEXT ("(%P|%t) - Shutting down server\n"))); } catch (CORBA::Exception& ex) { ex._tao_print_exception ( ACE_TEXT ("Error invoking get_string on Basic object.\n")); return 1; } orb->destroy (); } catch (const CORBA::Exception& ex) { ex._tao_print_exception ( ACE_TEXT ("Exception caught in client.cpp:")); return 1; } return 0; }