1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Sebastian Hirsch |
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24 | * Robin Jacobs |
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25 | * Co-authors: |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file OrxyRoadShip.cc |
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31 | @brief Implementation of the OrxyRoadShip class. |
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32 | */ |
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33 | |
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34 | #include "OrxyRoadShip.h" |
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35 | #include "core/CoreIncludes.h" |
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36 | |
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37 | namespace orxonox |
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38 | { |
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39 | RegisterClass(OrxyRoadShip); |
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40 | |
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41 | OrxyRoadShip::OrxyRoadShip(Context* context) : SpaceShip(context) |
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42 | { |
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43 | RegisterObject(OrxyRoadShip); |
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44 | |
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45 | speed = 830; |
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46 | isFireing = false; |
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47 | damping = 10; |
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48 | |
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49 | // not sure if has to be zero? |
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50 | lastTimeFront = 0; |
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51 | lastTimeLeft = 0; |
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52 | lastTime = 0; |
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53 | steeredLeft = false; |
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54 | steeredRight = false; |
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55 | forward = false; |
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56 | backward = false; |
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57 | } |
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58 | |
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59 | void OrxyRoadShip::tick(float dt) |
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60 | { |
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61 | //orxout(user_info) << "This is some cool output!" << endl; |
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62 | |
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63 | Vector3 pos = getPosition(); |
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64 | //Vector3 pos1 = getPosition(); |
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65 | |
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66 | //Movement calculation |
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67 | lastTimeFront += dt * damping; |
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68 | lastTimeLeft += dt * damping; |
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69 | lastTime += dt; |
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70 | |
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71 | |
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72 | //velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f); |
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73 | //velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f); |
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74 | |
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75 | //Execute movement |
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76 | |
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77 | if (this->hasLocalController()) |
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78 | { |
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79 | //float dist_y = velocity.y * dt; |
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80 | //forward backwards movement |
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81 | if(forward){ |
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82 | if(velocity.y < 300){// Limit for max velocity |
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83 | velocity.y += 30; |
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84 | forward = false; |
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85 | } |
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86 | |
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87 | |
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88 | }else if(backward){ |
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89 | if(velocity.y > 10){ |
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90 | velocity.y -= 30; |
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91 | }else { |
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92 | velocity.y = 0; // Prevent players from going backwards |
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93 | } |
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94 | backward = false; |
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95 | |
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96 | }else { |
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97 | velocity.y = 0.9 * velocity.y;//reduce speed |
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98 | } |
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99 | |
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100 | |
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101 | |
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102 | |
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103 | //float dist_x = velocity.x * dt; |
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104 | //if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6) |
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105 | // posforeward += dist_y; |
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106 | //else |
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107 | //{ |
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108 | //velocity.y = 0; |
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109 | // restart if game ended |
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110 | /* |
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111 | if (getGame()) |
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112 | if (getGame()->bEndGame) |
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113 | { |
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114 | getGame()->start(); |
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115 | return; |
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116 | }*/ |
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117 | //} |
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118 | |
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119 | //Left right steering |
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120 | |
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121 | if(!steeredLeft&&!steeredRight){ |
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122 | velocity.x = velocity.x *0.8; |
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123 | } |
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124 | |
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125 | if(steeredLeft){ |
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126 | steeredLeft = false; |
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127 | if(velocity.x<100){//if(!forward) Experimental for only allowing steering left and right when |
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128 | velocity.x += 6; |
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129 | steeredLeft = false; |
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130 | } |
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131 | |
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132 | }else if(steeredRight) { |
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133 | steeredRight = false; |
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134 | if(velocity.x>-100){ |
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135 | velocity.x += -6; |
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136 | steeredRight = false; |
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137 | } |
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138 | }else { |
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139 | if(velocity.x < -2 || velocity.x > 2 ){ |
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140 | velocity.x = velocity.x *0.9; |
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141 | }else{ |
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142 | velocity.x += 0; |
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143 | } |
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144 | |
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145 | } |
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146 | |
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147 | pos += Vector3(velocity.y, 0, velocity.x) * dt; |
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148 | |
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149 | } |
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150 | |
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151 | |
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152 | |
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153 | // Camera |
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154 | Camera* camera = this->getCamera(); |
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155 | if (camera != nullptr) |
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156 | { |
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157 | camera->setPosition(Vector3(0 ,50,50)); // try to get side/top view |
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158 | //camera->setOrientation(Vector3(-1,-1,0), Degree(45)); |
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159 | //camera->setOrientation(Vector3(-1,-1,-1), Degree(0)); |
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160 | camera->setOrientation(Vector3::UNIT_Z, Degree(0)); |
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161 | } |
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162 | |
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163 | |
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164 | |
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165 | // bring back on track! |
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166 | if(pos.y != 0) |
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167 | { |
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168 | pos.y = 0; |
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169 | } |
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170 | |
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171 | setPosition(pos); |
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172 | setOrientation(Vector3::UNIT_Y, Degree(270)); |
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173 | |
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174 | // Level up! |
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175 | if (pos.x > 42000) |
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176 | { |
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177 | updateLevel(); |
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178 | setPosition(Vector3(0, 0, pos.z)); // pos - Vector3(30000, 0, 0) |
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179 | } |
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180 | |
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181 | SUPER(OrxyRoadShip, tick, dt); |
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182 | } |
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183 | |
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184 | void OrxyRoadShip::updateLevel() |
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185 | { |
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186 | lastTime = 0; |
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187 | if (getGame()) |
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188 | getGame()->levelUp(); |
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189 | } |
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190 | |
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191 | void OrxyRoadShip::moveFrontBack(const Vector2& value) |
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192 | { |
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193 | this->steering_.z -= value.x ; |
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194 | if(value.x > 0){ |
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195 | forward = true; |
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196 | backward = false; |
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197 | }else if(value.x < 0){ |
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198 | forward = false; |
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199 | backward = true; |
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200 | } |
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201 | |
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202 | //lastTimeFront = 0; |
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203 | //desiredVelocity.y = value.y * speed * 42; |
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204 | |
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205 | } |
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206 | |
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207 | void OrxyRoadShip::moveRightLeft(const Vector2& value) |
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208 | { |
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209 | this->steering_.x += value.x; |
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210 | if(value.x==-1){ |
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211 | steeredLeft = false; |
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212 | steeredRight = true; |
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213 | //orxout(user_info) << "Steering RIGHT "<<steering_.x << endl; |
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214 | }else { |
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215 | steeredRight = false; |
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216 | steeredLeft = true; |
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217 | //orxout(user_info) << "Steering LEFT "<<steering_.x << endl; |
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218 | |
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219 | } |
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220 | |
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221 | //lastTimeLeft = 0; |
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222 | //desiredVelocity.x = value.x * speed; |
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223 | } |
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224 | void OrxyRoadShip::boost(bool bBoost) |
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225 | { |
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226 | //bool boosting = bBoost; |
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227 | } |
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228 | |
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229 | inline bool OrxyRoadShip::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) |
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230 | { |
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231 | |
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232 | removeHealth(100); |
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233 | this->death(); |
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234 | return false; |
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235 | } |
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236 | |
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237 | OrxyRoad* OrxyRoadShip::getGame() |
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238 | { |
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239 | if (game == nullptr) |
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240 | { |
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241 | for (OrxyRoad* race : ObjectList<OrxyRoad>()) |
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242 | { |
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243 | game = race; |
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244 | } |
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245 | } |
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246 | return game; |
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247 | } |
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248 | |
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249 | void OrxyRoadShip::death() |
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250 | { |
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251 | getGame()->costLife(); |
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252 | SpaceShip::death(); |
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253 | } |
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254 | } |
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