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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15 | |
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16 | this->target_x=0; |
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17 | this->target_z=15; |
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18 | this->lastPlayerPassedPoint=Vector3(0,0,0); |
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19 | this->pointInFrontOfPlayer=Vector3(0,0,0); |
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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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37 | |
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38 | for(int u=0; u < 67; u++){//always check if player passed a point |
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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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42 | } |
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43 | |
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44 | this->pointInFrontOfPlayer=frontPosition(); |
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45 | Vector3 pinkPos=Vector3(this->target_x, 10, this->target_z); |
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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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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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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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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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81 | nextMove(pinkPos, pointInFrontOfPlayer, lastPlayerPassedPoint); |
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82 | lockmove=false; |
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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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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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91 | |
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92 | if(playerPos==pointToAvoidP11){ //SIGSEV if playerPos==pointToAvoidP11 otherwise |
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93 | nextTarget = getShortestPath(pinkPosP, playerPos); |
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94 | } |
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95 | else if(playerPos==Vector3(-70,10,-35)){ |
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96 | |
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97 | nextTarget=getShortestPath(pinkPosP, Vector3(-70,10,-35)); |
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98 | |
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99 | } |
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100 | else{ |
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101 | |
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102 | nextTarget = getShortestPath(pinkPosP, playerPos, pointToAvoidP11); |
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103 | } |
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104 | |
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105 | setNewTargetGhost(nextTarget); |
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106 | } |
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107 | |
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108 | } |
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109 | |
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110 | |
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111 | |
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112 | |
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