[Orxonox-commit 5298] r9961 - code/trunk/src/modules/invader
landauf at orxonox.net
landauf at orxonox.net
Fri Jan 3 21:20:39 CET 2014
Author: landauf
Date: 2014-01-03 21:20:39 +0100 (Fri, 03 Jan 2014)
New Revision: 9961
Modified:
code/trunk/src/modules/invader/Invader.cc
code/trunk/src/modules/invader/InvaderEnemy.cc
code/trunk/src/modules/invader/InvaderEnemyShooter.cc
code/trunk/src/modules/invader/InvaderHUDinfo.cc
code/trunk/src/modules/invader/InvaderWeapon.cc
Log:
fixed warnings (msvc)
Modified: code/trunk/src/modules/invader/Invader.cc
===================================================================
--- code/trunk/src/modules/invader/Invader.cc 2014-01-03 19:57:13 UTC (rev 9960)
+++ code/trunk/src/modules/invader/Invader.cc 2014-01-03 20:20:39 UTC (rev 9961)
@@ -87,7 +87,7 @@
for (int i = 0; i < 7; i++)
{
WeakPtr<BigExplosion> chunk = new BigExplosion(this->center_->getContext());
- chunk->setPosition(Vector3(600, 0, 100 * i - 300));
+ chunk->setPosition(Vector3(600, 0, 100.f * i - 300));
chunk->setVelocity(Vector3(1000, 0, 0)); //player->getVelocity()
chunk->setScale(20);
}
@@ -129,7 +129,7 @@
newPawn->setPlayer(player);
newPawn->level = level;
// spawn enemy at random points in front of player.
- newPawn->setPosition(player->getPosition() + Vector3(500 + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200));
+ newPawn->setPosition(player->getPosition() + Vector3(500.f + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200));
}
}
Modified: code/trunk/src/modules/invader/InvaderEnemy.cc
===================================================================
--- code/trunk/src/modules/invader/InvaderEnemy.cc 2014-01-03 19:57:13 UTC (rev 9960)
+++ code/trunk/src/modules/invader/InvaderEnemy.cc 2014-01-03 20:20:39 UTC (rev 9961)
@@ -55,8 +55,8 @@
if (player != NULL)
{
- float newZ = 2/(pow(abs(getPosition().x - player->getPosition().x) * 0.01, 2) + 1) * (player->getPosition().z - getPosition().z);
- setVelocity(Vector3(1000 - level * 100 , 0, newZ));
+ float newZ = 2/(pow(abs(getPosition().x - player->getPosition().x) * 0.01f, 2) + 1) * (player->getPosition().z - getPosition().z);
+ setVelocity(Vector3(1000.f - level * 100 , 0, newZ));
}
SUPER(InvaderEnemy, tick, dt);
}
Modified: code/trunk/src/modules/invader/InvaderEnemyShooter.cc
===================================================================
--- code/trunk/src/modules/invader/InvaderEnemyShooter.cc 2014-01-03 19:57:13 UTC (rev 9960)
+++ code/trunk/src/modules/invader/InvaderEnemyShooter.cc 2014-01-03 20:20:39 UTC (rev 9961)
@@ -59,7 +59,7 @@
{
float distPlayer = player->getPosition().z - getPosition().z;
// orxout() << "i'm different!" << endl;
- float newZ = 2/(pow(abs(getPosition().x - player->getPosition().x) * 0.01, 2) + 1) * distPlayer;
+ float newZ = 2/(pow(abs(getPosition().x - player->getPosition().x) * 0.01f, 2) + 1) * distPlayer;
setVelocity(Vector3(950 - abs(distPlayer), 0, newZ));
}
Pawn::tick(dt);
Modified: code/trunk/src/modules/invader/InvaderHUDinfo.cc
===================================================================
--- code/trunk/src/modules/invader/InvaderHUDinfo.cc 2014-01-03 19:57:13 UTC (rev 9960)
+++ code/trunk/src/modules/invader/InvaderHUDinfo.cc 2014-01-03 20:20:39 UTC (rev 9961)
@@ -116,7 +116,7 @@
const std::string& Multiplier = "X " + multi_cast<std::string>(mult);
this->setCaption(Multiplier);
this->setColour(ColourValue(1, 0, 0, clamp(float(mult * 0.1), 0.0f, 1.0f)));
- this->setTextSize(clamp(float(mult * 0.1), 0.0f, 1.0f) * 0.01 + 0.04);
+ this->setTextSize(clamp(float(mult * 0.1), 0.0f, 1.0f) * 0.01f + 0.04f);
}
}
}
Modified: code/trunk/src/modules/invader/InvaderWeapon.cc
===================================================================
--- code/trunk/src/modules/invader/InvaderWeapon.cc 2014-01-03 19:57:13 UTC (rev 9960)
+++ code/trunk/src/modules/invader/InvaderWeapon.cc 2014-01-03 20:20:39 UTC (rev 9961)
@@ -72,7 +72,7 @@
this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition());
// only shoot in foreward direction
- projectile->setOrientation(Quaternion(sqrt(0.5),0,sqrt(0.5),0));
+ projectile->setOrientation(Quaternion(sqrt(0.5f),0,sqrt(0.5f),0));
projectile->setPosition(this->getMuzzlePosition());
// only shoot in foreward direction
projectile->setVelocity(Vector3(1, 0, 0) * 2000);
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