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 | * Marc Dreher |
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24 | * Co-authors: |
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25 | * .. |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "PacmanGhost.h" |
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30 | |
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31 | #include "core/CoreIncludes.h" |
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32 | #include "BulletDynamics/Dynamics/btRigidBody.h" |
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33 | |
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34 | namespace orxonox |
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35 | { |
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36 | RegisterClass(PacmanGhost); |
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37 | |
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38 | /** |
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39 | @brief |
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40 | Constructor. Registers the object and initializes some default values. |
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41 | @param creator |
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42 | The creator of this object. |
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43 | */ |
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44 | PacmanGhost::PacmanGhost(Context* context) : ControllableEntity(context) |
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45 | { |
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46 | RegisterObject(PacmanGhost); |
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47 | |
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48 | this->velocity = Vector3(0, 0, 0); |
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49 | this->colour = 1; |
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50 | this->setCollisionType(CollisionType::Dynamic); |
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51 | |
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52 | this->actuelposition = this->getPosition(); |
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53 | |
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54 | if(findpos(actuelposition, Vector3(0,-20,0))) |
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55 | dontmove = true; |
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56 | |
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57 | this->target_x = actuelposition.x; |
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58 | this->target_z = actuelposition.z; |
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59 | |
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60 | } |
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61 | |
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62 | /** |
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63 | @brief |
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64 | Destructor. Destroys ghost, if present. |
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65 | */ |
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66 | PacmanGhost::~PacmanGhost() |
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67 | { |
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68 | // Deletes the controller if the object was initialized and the pointer to the controller is not NULL. |
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69 | } |
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70 | |
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71 | /** |
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72 | @brief |
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73 | Method for creating a ghost through XML. |
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74 | */ |
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75 | void PacmanGhost::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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76 | { |
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77 | SUPER(PacmanGhost, XMLPort, xmlelement, mode); |
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78 | |
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79 | XMLPortParam(PacmanGhost, "colour", setColour, getColour, xmlelement, mode); |
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80 | |
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81 | } |
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82 | |
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83 | |
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84 | //All positions in the map, see documentation |
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85 | Vector3 possibleposition[] = {Vector3(20,10,245),Vector3(215,10,245),Vector3(215,10,195),Vector3(185,10,195),Vector3(135,10,195), //0-4 |
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86 | Vector3(185,10,150),Vector3(135,10,150),Vector3(215,10,150),Vector3(215,10,105),Vector3(135,10,105), //5-9 |
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87 | Vector3(135,10,15),Vector3(135,10,-85),Vector3(215,10,-85),Vector3(135,10,-135),Vector3(215,10,-135), //10-14 |
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88 | Vector3(215,10,-195),Vector3(135,10,-195),Vector3(20,10,195),Vector3(-20,10,195),Vector3(-20,10,245), //15-19 |
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89 | Vector3(-215,10,245),Vector3(-215,10,195),Vector3(-185,10,195),Vector3(-135,10,195),Vector3(-70,10,195), //20-24 |
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90 | Vector3(70,10,195),Vector3(70,10,150),Vector3(20,10,150),Vector3(-20,10,150),Vector3(-70,10,150), //25-29 |
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91 | Vector3(-135,10,150),Vector3(-185,10,150),Vector3(-215,10,150),Vector3(-215,10,105),Vector3(-135,10,105), //30-34 |
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92 | Vector3(-70,10,105),Vector3(-20,10,105),Vector3(20,10,105),Vector3(70,10,105),Vector3(70,10,60), //35-39 |
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93 | Vector3(0,10,60),Vector3(-70,10,60),Vector3(-135,10,15),Vector3(-70,10,60),Vector3(0,10,15), //40-44 |
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94 | Vector3(70,10,15),Vector3(-70,10,-35),Vector3(-20,10,-35),Vector3(20,10,-35),Vector3(70,10,-35), //45-49 |
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95 | Vector3(70,10,-85),Vector3(20,10,-85),Vector3(-20,10,-85),Vector3(-70,10,-85),Vector3(-135,10,-85), //50-54 |
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96 | Vector3(-215,10,-85),Vector3(-215,10,-135),Vector3(-135,10,-135),Vector3(-70,10,-135),Vector3(-20,10,-135), //55-59 |
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97 | Vector3(20,10,-135),Vector3(70,10,-135),Vector3(20,10,-195),Vector3(-20,10,-195),Vector3(-135,10,-195), //60-64 |
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98 | Vector3(-215,10,-195),Vector3(0,10,-35)}; //65-66 |
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99 | |
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100 | /** |
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101 | @brief |
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102 | Defines which actions the ghost has to take in each tick. |
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103 | @param dt |
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104 | The length of the tick. |
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105 | */ |
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106 | void PacmanGhost::tick(float dt) |
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107 | { |
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108 | SUPER(PacmanGhost, tick, dt); |
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109 | |
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110 | this->actuelposition = this->getPosition(); |
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111 | |
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112 | //Stop, if target arrived |
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113 | if((abs(this->actuelposition.x - this->target_x)<0.5) && (abs(this->actuelposition.z - this->target_z)<0.5)){ |
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114 | this->ismoving = false; |
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115 | } |
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116 | |
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117 | //Move, if ghost hasn't arrived yet |
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118 | if(this->ismoving){ |
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119 | if(!(abs(this->actuelposition.z-target_z)<0.5)) { |
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120 | velocity = Vector3(0,0,-sgn(this->actuelposition.z-this->target_z)); |
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121 | move(dt, actuelposition, newGoal, velocity); |
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122 | } |
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123 | if(!(abs(this->actuelposition.x-target_x)<0.5)){ |
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124 | velocity = Vector3(-sgn(this->actuelposition.x-this->target_x),0,0); |
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125 | move(dt, actuelposition, velocity); |
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126 | } |
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127 | } |
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128 | |
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129 | else{ |
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130 | while (lockmove){}; |
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131 | lockmove=true; |
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132 | int goal_x = 0; // faraway goal to dertmine the direction of the target |
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133 | int goal_z =0; |
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134 | |
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135 | if(this.colour=1){//follow pacman |
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136 | Vector3 newTar = getShortestPath(actuelposition, currentPosition) //acutuelPosition: ghost, currentPosition: Pacman |
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137 | setnewTarget(newTar) |
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138 | |
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139 | } |
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140 | //die uebrigen charakteren verhalten sich noch random |
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141 | /*else if(this.colour=2){ |
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142 | } |
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143 | |
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144 | else if(this.colour=3){ |
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145 | |
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146 | } |
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147 | |
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148 | else if(this.colour=4){ |
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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 | |
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154 | //Check on which position the ghost has arrived and set new target |
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155 | else if{(this.colour=2) || (this.colour=3) || (this.colour=4)} |
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156 | while(lockmove){}; |
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157 | lockmove = true; |
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158 | |
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159 | if(findpos(actuelposition,possibleposition[0])){ |
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160 | setnewTarget(1,17,19); |
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161 | } |
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162 | else if(findpos(actuelposition,possibleposition[1])){ |
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163 | setnewTarget(0,2); |
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164 | } |
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165 | else if(findpos(actuelposition,possibleposition[2])){ |
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166 | setnewTarget(1,3); |
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167 | } |
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168 | else if(findpos(actuelposition,possibleposition[3])){ |
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169 | setnewTarget(2,4,5); |
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170 | } |
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171 | else if(findpos(actuelposition,possibleposition[4])){ |
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172 | setnewTarget(3,6); |
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173 | } |
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174 | else if(findpos(actuelposition,possibleposition[5])){ |
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175 | setnewTarget(3,7); |
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176 | } |
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177 | else if(findpos(actuelposition,possibleposition[6])){ |
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178 | setnewTarget(4,9,26); |
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179 | } |
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180 | else if(findpos(actuelposition,possibleposition[7])){ |
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181 | setnewTarget(5,8); |
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182 | } |
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183 | else if(findpos(actuelposition,possibleposition[8])){ |
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184 | setnewTarget(7,9); |
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185 | } |
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186 | else if(findpos(actuelposition,possibleposition[9])){ |
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187 | setnewTarget(6,8,10,38); |
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188 | } |
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189 | else if(findpos(actuelposition,possibleposition[10])){ |
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190 | setnewTarget(9,11,45); |
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191 | } |
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192 | else if(findpos(actuelposition,possibleposition[11])){ |
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193 | setnewTarget(10,12,13); |
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194 | } |
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195 | else if(findpos(actuelposition,possibleposition[12])){ |
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196 | setnewTarget(11,14); |
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197 | } |
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198 | else if(findpos(actuelposition,possibleposition[13])){ |
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199 | setnewTarget(11,14,16,61); |
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200 | } |
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201 | else if(findpos(actuelposition,possibleposition[14])){ |
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202 | setnewTarget(12,13,15); |
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203 | } |
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204 | else if(findpos(actuelposition,possibleposition[15])){ |
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205 | setnewTarget(14,16); |
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206 | } |
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207 | else if(findpos(actuelposition,possibleposition[16])){ |
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208 | setnewTarget(13,15,62); |
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209 | } |
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210 | else if(findpos(actuelposition,possibleposition[17])){ |
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211 | setnewTarget(0,25); |
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212 | } |
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213 | else if(findpos(actuelposition,possibleposition[18])){ |
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214 | setnewTarget(19,24); |
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215 | } |
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216 | else if(findpos(actuelposition,possibleposition[19])){ |
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217 | setnewTarget(0,18,20); |
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218 | } |
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219 | else if(findpos(actuelposition,possibleposition[20])){ |
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220 | setnewTarget(19,21); |
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221 | } |
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222 | else if(findpos(actuelposition,possibleposition[21])){ |
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223 | setnewTarget(20,22); |
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224 | } |
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225 | else if(findpos(actuelposition,possibleposition[22])){ |
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226 | setnewTarget(21,23,31); |
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227 | } |
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228 | else if(findpos(actuelposition,possibleposition[23])){ |
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229 | setnewTarget(22,30); |
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230 | } |
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231 | else if(findpos(actuelposition,possibleposition[24])){ |
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232 | setnewTarget(18,29); |
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233 | } |
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234 | else if(findpos(actuelposition,possibleposition[25])){ |
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235 | setnewTarget(17,26); |
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236 | } |
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237 | else if(findpos(actuelposition,possibleposition[26])){ |
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238 | setnewTarget(6,25,27); |
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239 | } |
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240 | else if(findpos(actuelposition,possibleposition[27])){ |
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241 | setnewTarget(26,28,37); |
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242 | } |
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243 | else if(findpos(actuelposition,possibleposition[28])){ |
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244 | setnewTarget(27,29,36); |
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245 | } |
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246 | else if(findpos(actuelposition,possibleposition[29])){ |
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247 | setnewTarget(24,28,30); |
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248 | } |
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249 | else if(findpos(actuelposition,possibleposition[30])){ |
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250 | setnewTarget(23,29,34); |
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251 | } |
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252 | else if(findpos(actuelposition,possibleposition[31])){ |
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253 | setnewTarget(22,32); |
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254 | } |
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255 | else if(findpos(actuelposition,possibleposition[32])){ |
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256 | setnewTarget(31,33); |
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257 | } |
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258 | else if(findpos(actuelposition,possibleposition[33])){ |
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259 | setnewTarget(32,34); |
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260 | } |
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261 | else if(findpos(actuelposition,possibleposition[34])){ |
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262 | setnewTarget(30,33,35,42); |
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263 | } |
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264 | else if(findpos(actuelposition,possibleposition[35])){ |
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265 | setnewTarget(34,36,41); |
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266 | } |
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267 | else if(findpos(actuelposition,possibleposition[36])){ |
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268 | setnewTarget(28,35); |
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269 | } |
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270 | else if(findpos(actuelposition,possibleposition[37])){ |
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271 | setnewTarget(27,38); |
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272 | } |
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273 | else if(findpos(actuelposition,possibleposition[38])){ |
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274 | setnewTarget(9,37,39); |
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275 | } |
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276 | else if(findpos(actuelposition,possibleposition[39])){ |
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277 | setnewTarget(38,40,45); |
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278 | } |
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279 | else if(findpos(actuelposition,possibleposition[40])){ |
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280 | setnewTarget(39,41); //Shouldn't be able to return in center |
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281 | } |
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282 | else if(findpos(actuelposition,possibleposition[41])){ |
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283 | setnewTarget(35,43); |
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284 | } |
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285 | else if(findpos(actuelposition,possibleposition[42])){ |
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286 | setnewTarget(34,43,54); |
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287 | } |
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288 | else if(findpos(actuelposition,possibleposition[43])){ |
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289 | setnewTarget(41,46); |
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290 | } |
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291 | else if(findpos(actuelposition,possibleposition[44])){ |
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292 | setnewTarget(40,66); |
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293 | } |
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294 | else if(findpos(actuelposition,possibleposition[45])){ |
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295 | setnewTarget(10,39,49); |
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296 | } |
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297 | else if(findpos(actuelposition,possibleposition[46])){ |
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298 | setnewTarget(43,47); |
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299 | } |
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300 | else if(findpos(actuelposition,possibleposition[47])){ |
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301 | setnewTarget(46,52,66); |
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302 | } |
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303 | else if(findpos(actuelposition,possibleposition[48])){ |
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304 | setnewTarget(49,51,66); |
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305 | } |
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306 | else if(findpos(actuelposition,possibleposition[49])){ |
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307 | setnewTarget(45,48); |
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308 | } |
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309 | else if(findpos(actuelposition,possibleposition[50])){ |
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310 | setnewTarget(51,61); |
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311 | } |
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312 | else if(findpos(actuelposition,possibleposition[51])){ |
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313 | setnewTarget(48,50); |
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314 | } |
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315 | else if(findpos(actuelposition,possibleposition[52])){ |
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316 | setnewTarget(47,53); |
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317 | } |
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318 | else if(findpos(actuelposition,possibleposition[53])){ |
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319 | setnewTarget(52,58); |
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320 | } |
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321 | else if(findpos(actuelposition,possibleposition[54])){ |
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322 | setnewTarget(42,55,57); |
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323 | } |
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324 | else if(findpos(actuelposition,possibleposition[55])){ |
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325 | setnewTarget(54,56); |
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326 | } |
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327 | else if(findpos(actuelposition,possibleposition[56])){ |
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328 | setnewTarget(55,57,65); |
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329 | } |
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330 | else if(findpos(actuelposition,possibleposition[57])){ |
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331 | setnewTarget(54,56,58,64); |
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332 | } |
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333 | else if(findpos(actuelposition,possibleposition[58])){ |
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334 | setnewTarget(53,57,59); |
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335 | } |
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336 | else if(findpos(actuelposition,possibleposition[59])){ |
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337 | setnewTarget(58,59,63); |
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338 | } |
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339 | else if(findpos(actuelposition,possibleposition[60])){ |
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340 | setnewTarget(59,61,62); |
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341 | } |
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342 | else if(findpos(actuelposition,possibleposition[61])){ |
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343 | setnewTarget(13,50,60); |
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344 | } |
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345 | else if(findpos(actuelposition,possibleposition[62])){ |
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346 | setnewTarget(16,60); |
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347 | } |
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348 | else if(findpos(actuelposition,possibleposition[63])){ |
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349 | setnewTarget(59,64); |
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350 | } |
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351 | else if(findpos(actuelposition,possibleposition[64])){ |
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352 | setnewTarget(57,63,65); |
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353 | } |
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354 | else if(findpos(actuelposition,possibleposition[65])){ |
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355 | setnewTarget(56,64); |
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356 | } |
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357 | else if(findpos(actuelposition,possibleposition[66])){ |
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358 | setnewTarget(47,48); |
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359 | } |
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360 | |
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361 | else{ |
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362 | this->resetGhost(); //Shouldn't happen... |
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363 | } //End of Position table |
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364 | lockmove = false; |
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365 | } |
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366 | } |
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367 | } |
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368 | //set a specific newTarget |
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369 | void PacmanGhost::setnewTarget(Vector3 newTarget){ |
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370 | |
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371 | this->target_x = newTarget.x; |
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372 | this->target_z = newTarget.; |
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373 | this->ismoving = true; |
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374 | } |
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375 | |
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376 | //Random choice of new target (not used in game, but useful) |
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377 | void PacmanGhost::setnewTarget(int firstdec){ |
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378 | |
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379 | decision = rand()%1; |
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380 | switch(decision){ |
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381 | case 0: |
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382 | this->target_x = possibleposition[firstdec].x; |
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383 | this->target_z = possibleposition[firstdec].z; |
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384 | this->ismoving = true; |
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385 | break; |
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386 | } |
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387 | } |
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388 | |
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389 | //Random choice of new target |
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390 | void PacmanGhost::setnewTarget(int firstdec, int seconddec){ |
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391 | decision = rand()%2; |
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392 | switch(decision){ |
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393 | case 0: |
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394 | this->target_x = possibleposition[firstdec].x; |
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395 | this->target_z = possibleposition[firstdec].z; |
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396 | this->ismoving = true; |
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397 | break; |
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398 | case 1: |
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399 | this->target_x = possibleposition[seconddec].x; |
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400 | this->target_z = possibleposition[seconddec].z; |
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401 | this->ismoving = true; |
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402 | break; |
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403 | } |
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404 | |
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405 | } |
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406 | |
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407 | //Random choice of new target |
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408 | void PacmanGhost::setnewTarget(int firstdec, int seconddec, int thirddec){ |
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409 | |
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410 | decision = rand()%3; |
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411 | switch(decision){ |
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412 | case 0: |
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413 | this->target_x = possibleposition[firstdec].x; |
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414 | this->target_z = possibleposition[firstdec].z; |
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415 | this->ismoving = true; |
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416 | break; |
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417 | case 1: |
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418 | this->target_x = possibleposition[seconddec].x; |
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419 | this->target_z = possibleposition[seconddec].z; |
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420 | this->ismoving = true; |
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421 | break; |
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422 | case 2: |
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423 | this->target_x = possibleposition[thirddec].x; |
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424 | this->target_z = possibleposition[thirddec].z; |
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425 | this->ismoving = true; |
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426 | break; |
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427 | } |
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428 | |
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429 | } |
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430 | |
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431 | //Random choice of new target |
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432 | void PacmanGhost::setnewTarget(int firstdec, int seconddec, int thirddec, int fourthdec){ |
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433 | |
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434 | decision = rand()%4; |
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435 | switch(decision){ |
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436 | case 0: |
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437 | this->target_x = possibleposition[firstdec].x; |
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438 | this->target_z = possibleposition[firstdec].z; |
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439 | this->ismoving = true; |
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440 | break; |
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441 | case 1: |
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442 | this->target_x = possibleposition[seconddec].x; |
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443 | this->target_z = possibleposition[seconddec].z; |
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444 | this->ismoving = true; |
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445 | break; |
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446 | case 2: |
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447 | this->target_x = possibleposition[thirddec].x; |
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448 | this->target_z = possibleposition[thirddec].z; |
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449 | this->ismoving = true; |
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450 | break; |
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451 | case 3: |
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452 | this->target_x = possibleposition[fourthdec].x; |
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453 | this->target_z = possibleposition[fourthdec].z; |
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454 | this->ismoving = true; |
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455 | break; |
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456 | } |
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457 | |
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458 | } |
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459 | |
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460 | //Change this with other ghost |
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461 | void PacmanGhost::changewith(PacmanGhost* otherghost){ |
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462 | |
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463 | while(lockmove){}; |
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464 | lockmove = true; //Prevent change of target while ghost is changed |
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465 | |
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466 | otherghost->setPosition(this->getPosition()); |
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467 | this->setPosition(0,-20,0); |
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468 | otherghost->target_x = this->target_x; |
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469 | otherghost->target_z = this->target_z; |
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470 | otherghost->ismoving = this->ismoving; |
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471 | |
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472 | this->dontmove = true; |
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473 | otherghost->dontmove = false; |
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474 | |
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475 | lockmove = false; |
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476 | } |
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477 | |
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478 | //Move ghost with rotation |
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479 | void PacmanGhost::move(float dt, Vector3 actuelposition, Vector3 velocity){ |
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480 | if(!dontmove){ |
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481 | this->setPosition(Vector3(actuelposition.x+speed*velocity.x*dt,10,actuelposition.z+speed*velocity.z*dt)); |
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482 | |
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483 | //Rotate ghost in the direction of movement |
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484 | if((abs(abs(velocity.x)-1)<0.1) && (abs(velocity.z-0)<0.1)) |
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485 | if(velocity.x<0){ |
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486 | this->setOrientation(Quaternion(Radian(-1.57), Vector3(0, 1, 0))); |
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487 | } |
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488 | else{ |
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489 | this->setOrientation(Quaternion(Radian(1.57), Vector3(0, 1, 0))); |
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490 | } |
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491 | if((abs(abs(velocity.z)-1)<0.1) && (abs(velocity.x-0)<0.1)) |
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492 | if(velocity.z<0){ |
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493 | this->setOrientation(Quaternion(Radian(3.14), Vector3(0, 1, 0))); |
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494 | } |
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495 | else{ |
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496 | this->setOrientation(Quaternion(Radian(0), Vector3(0, 1, 0))); |
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497 | } |
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498 | |
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499 | } |
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500 | } |
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501 | |
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502 | //Check if there is a collision |
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503 | bool PacmanGhost::findpos(Vector3 one, Vector3 other){ |
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504 | if((abs(one.x - other.x)<0.5) && (abs(one.y - other.y)<0.5) && (abs(one.z - other.z)<0.5)) return true; |
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505 | return false; |
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506 | } |
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507 | |
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508 | //Change ability to move |
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509 | void PacmanGhost::changemovability(){ |
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510 | if(dontmove){ |
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511 | dontmove = false;} |
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512 | else{ |
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513 | dontmove = true; |
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514 | } |
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515 | } |
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516 | |
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517 | //ResetGhost |
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518 | void PacmanGhost::resetGhost(){ |
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519 | |
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520 | this->setPosition(this->resetposition); |
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521 | this->ismoving = false; |
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522 | this->actuelposition = this->getPosition(); |
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523 | |
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524 | this->target_x = actuelposition.x; |
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525 | this->target_z = actuelposition.z; |
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526 | |
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527 | } |
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528 | |
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529 | //Increase speed of ghosts |
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530 | void PacmanGhost::levelupvelo(){ |
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531 | speed ++; |
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532 | } |
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533 | } |
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