[12304] | 1 | #include "PacmanRed.h" |
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| 2 | |
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| 3 | #include "core/CoreIncludes.h" |
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| 4 | #include "BulletDynamics/Dynamics/btRigidBody.h" |
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| 5 | |
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[12316] | 6 | |
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| 7 | |
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[12304] | 8 | namespace orxonox{ |
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| 9 | |
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| 10 | RegisterClass(PacmanRed); |
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| 11 | |
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| 12 | PacmanRed::PacmanRed(Context* context) : PacmanGhost(context){ |
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| 13 | |
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| 14 | RegisterObject(PacmanRed); |
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[12316] | 15 | this->target_x=0; |
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| 16 | this->target_z=15; |
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[12357] | 17 | this->lastPlayerPassedPoint=Vector3(0,0,0); |
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[12318] | 18 | this->isNearPlayer=false; |
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[12304] | 19 | |
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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 PacmanRed::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 28 | { |
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| 29 | SUPER(PacmanRed, XMLPort, xmlelement, mode); |
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| 30 | } |
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| 31 | |
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| 32 | void PacmanRed::tick(float dt) |
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| 33 | { |
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| 34 | SUPER(PacmanGhost, tick, dt); |
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| 35 | |
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| 36 | this->actuelposition = this->getPosition(); |
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[12316] | 37 | |
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| 38 | for(int u=0; u < 67; u++){//always check if player passed a point |
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[12357] | 39 | |
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[12323] | 40 | if(jeanfindpos(this->getPlayerPos(), possibleposition[u])){ |
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[12357] | 41 | |
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[12323] | 42 | this->lastPlayerPassedPoint=possibleposition[u]; |
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[12357] | 43 | } |
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[12316] | 44 | } |
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| 45 | |
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[12304] | 46 | //Stop, if target arrived |
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| 47 | if((abs(this->actuelposition.x - this->target_x)<0.5) && (abs(this->actuelposition.z - this->target_z)<0.5)){ |
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[12357] | 48 | |
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[12304] | 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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[12357] | 54 | |
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[12304] | 55 | if(!(abs(this->actuelposition.z-target_z)<0.5)) { |
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| 56 | velocity = Vector3(0,0,-sgn(this->actuelposition.z-this->target_z)); |
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| 57 | move(dt, actuelposition, velocity); |
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| 58 | } |
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| 59 | if(!(abs(this->actuelposition.x-target_x)<0.5)){ |
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| 60 | velocity = Vector3(-sgn(this->actuelposition.x-this->target_x),0,0); |
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| 61 | move(dt, actuelposition, velocity); |
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| 62 | } |
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[12357] | 63 | |
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[12304] | 64 | } |
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[12322] | 65 | else if(this->lastPlayerPassedPoint==Vector3(0,0,0)){ |
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| 66 | //as long as the player has not started the game, |
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| 67 | //i.e. lastPlayerPastPoint is (0,0,0), red pacman |
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| 68 | //cannot possibly move, because it needs the position |
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| 69 | //of the player to move accordingly |
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[12318] | 70 | |
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[12322] | 71 | this->ismoving=false; |
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| 72 | } |
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| 73 | |
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[12304] | 74 | //Check on which position the ghost has arrived and set new target |
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| 75 | else{ |
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| 76 | |
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| 77 | while(lockmove){}; |
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| 78 | lockmove = true; |
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| 79 | |
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| 80 | //do red behavior |
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[12316] | 81 | //Use target_x and target_z for position of red pacman |
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[12304] | 82 | |
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[12316] | 83 | Vector3 redPos=Vector3(this->target_x, 10, this->target_z); |
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[12357] | 84 | this->pointInFrontOfPlayer=frontPosition(); |
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[12304] | 85 | |
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[12318] | 86 | if(!findpos(this->actuelposition, lastPlayerPassedPoint)){ |
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[12317] | 87 | |
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[12316] | 88 | nextMove(redPos, lastPlayerPassedPoint); |
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[12317] | 89 | } |
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[12318] | 90 | else if(findpos(this->actuelposition, lastPlayerPassedPoint)){// red pacman is at lastPlayerPassedPoint |
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[12316] | 91 | |
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[12357] | 92 | nextMove(lastPlayerPassedPoint, pointInFrontOfPlayer); |
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[12317] | 93 | } |
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| 94 | |
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[12316] | 95 | lockmove=false; //NEVER FORGET THIS ONE !!!!!!! |
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[12304] | 96 | } |
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| 97 | |
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| 98 | } |
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| 99 | |
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| 100 | |
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[12316] | 101 | void PacmanRed::nextMove( Vector3 redPosP, Vector3 playerPos){ |
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| 102 | |
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| 103 | Vector3 nextTarget; |
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[12304] | 104 | |
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[12325] | 105 | if(redPosP!=playerPos){ |
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[12316] | 106 | nextTarget = getShortestPath(redPosP, playerPos); |
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[12325] | 107 | setNewTargetGhost(nextTarget); |
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| 108 | } |
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[12304] | 109 | } |
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| 110 | |
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| 111 | } |
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