[12304] | 1 | |
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| 2 | #include "PacmanPink.h" |
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| 3 | |
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| 4 | #include "core/CoreIncludes.h" |
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| 5 | #include "BulletDynamics/Dynamics/btRigidBody.h" |
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| 6 | |
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| 7 | |
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| 8 | namespace orxonox{ |
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| 9 | |
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| 10 | RegisterClass(PacmanPink); |
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| 11 | |
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| 12 | PacmanPink::PacmanPink(Context* context) : PacmanGhost(context){ |
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| 13 | |
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| 14 | RegisterObject(PacmanPink); |
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[12319] | 15 | |
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| 16 | this->target_x=0; |
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| 17 | this->target_z=15; |
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[12357] | 18 | this->lastPlayerPassedPoint=Vector3(0,0,0); |
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[12324] | 19 | this->pointInFrontOfPlayer=Vector3(0,0,0); |
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[12304] | 20 | |
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| 21 | } |
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| 22 | |
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| 23 | /** |
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| 24 | @brief |
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| 25 | Method for creating a ghost through XML. |
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| 26 | */ |
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| 27 | void PacmanPink::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 28 | { |
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| 29 | SUPER(PacmanPink, XMLPort, xmlelement, mode); |
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| 30 | } |
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| 31 | |
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| 32 | |
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| 33 | void PacmanPink::tick(float dt) |
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| 34 | { |
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| 35 | SUPER(PacmanGhost, tick, dt); |
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| 36 | this->actuelposition = this->getPosition(); |
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[12319] | 37 | |
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| 38 | for(int u=0; u < 67; u++){//always check if player passed a point |
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[12324] | 39 | if(jeanfindpos(this->getPlayerPos(), possibleposition[u])){ |
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| 40 | this->lastPlayerPassedPoint=possibleposition[u]; |
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| 41 | } |
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[12319] | 42 | } |
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| 43 | |
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[12357] | 44 | this->pointInFrontOfPlayer=frontPosition(); |
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[12326] | 45 | Vector3 pinkPos=Vector3(this->target_x, 10, this->target_z); |
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[12304] | 46 | |
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| 47 | //Stop, if target arrived |
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| 48 | if((abs(this->actuelposition.x - this->target_x)<0.5) && (abs(this->actuelposition.z - this->target_z)<0.5)){ |
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| 49 | this->ismoving = false; |
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| 50 | } |
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| 51 | |
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| 52 | //Move, if ghost hasn't arrived yet |
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| 53 | if(this->ismoving){ |
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| 54 | if(!(abs(this->actuelposition.z-target_z)<0.5)) { |
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| 55 | velocity = Vector3(0,0,-sgn(this->actuelposition.z-this->target_z)); |
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| 56 | move(dt, actuelposition, velocity); |
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| 57 | } |
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| 58 | if(!(abs(this->actuelposition.x-target_x)<0.5)){ |
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| 59 | velocity = Vector3(-sgn(this->actuelposition.x-this->target_x),0,0); |
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| 60 | move(dt, actuelposition, velocity); |
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| 61 | } |
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| 62 | } |
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[12322] | 63 | else if(this->lastPlayerPassedPoint==Vector3(0,0,0)){ |
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| 64 | //as long as the player has not started the game, |
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| 65 | //i.e. lastPlayerPastPoint is (0,0,0), pink pacman |
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| 66 | //cannot possibly move, because it needs the position |
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| 67 | //of the player to move accordingly |
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| 68 | |
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| 69 | this->ismoving=false; |
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| 70 | } |
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[12324] | 71 | else if(this->pointInFrontOfPlayer==Vector3(0,0,0)){ |
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| 72 | |
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| 73 | Vector3 pinkPos=Vector3(this->target_x, 10, this->target_z); |
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| 74 | setNewTargetGhost(getShortestPath(pinkPos, this->lastPlayerPassedPoint)); |
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| 75 | |
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| 76 | } |
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[12304] | 77 | //Check on which position the ghost has arrived and set new target |
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| 78 | else{ |
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| 79 | while(lockmove){}; |
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| 80 | lockmove = true; |
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[12319] | 81 | nextMove(pinkPos, pointInFrontOfPlayer, lastPlayerPassedPoint); |
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| 82 | lockmove=false; |
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[12304] | 83 | } |
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| 84 | } |
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| 85 | |
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| 86 | |
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| 87 | |
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[12319] | 88 | void PacmanPink::nextMove( Vector3 pinkPosP, Vector3 playerPos, Vector3 pointToAvoidP11){ |
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| 89 | |
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| 90 | Vector3 nextTarget; |
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[12304] | 91 | |
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[12325] | 92 | if(playerPos==pointToAvoidP11){ //SIGSEV if playerPos==pointToAvoidP11 otherwise |
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[12324] | 93 | nextTarget = getShortestPath(pinkPosP, playerPos); |
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| 94 | } |
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[12357] | 95 | else if(playerPos==Vector3(-70,10,-35)){ |
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| 96 | |
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[12338] | 97 | nextTarget=getShortestPath(pinkPosP, Vector3(-70,10,-35)); |
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[12357] | 98 | |
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[12338] | 99 | } |
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[12357] | 100 | else{ |
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| 101 | |
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[12324] | 102 | nextTarget = getShortestPath(pinkPosP, playerPos, pointToAvoidP11); |
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| 103 | } |
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[12357] | 104 | |
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[12319] | 105 | setNewTargetGhost(nextTarget); |
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| 106 | } |
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[12304] | 107 | |
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[12319] | 108 | } |
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[12304] | 109 | |
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| 110 | |
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| 111 | |
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| 112 | |
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