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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