| 1 | #include "PacmanRed.h" |
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| 2 | //#include "Pacman.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 | namespace orxonox{ |
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| 8 | |
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| 9 | RegisterClass(PacmanRed); |
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| 10 | |
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| 11 | PacmanRed::PacmanRed(Context* context) : PacmanGhost(context){ |
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| 12 | |
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| 13 | RegisterObject(PacmanRed); |
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| 14 | |
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| 15 | } |
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| 16 | |
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| 17 | |
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| 18 | /** |
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| 19 | @brief |
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| 20 | Method for creating a ghost through XML. |
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| 21 | */ |
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| 22 | void PacmanRed::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 23 | { |
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| 24 | SUPER(PacmanRed, XMLPort, xmlelement, mode); |
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| 25 | } |
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| 26 | |
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| 27 | void PacmanRed::tick(float dt) |
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| 28 | { |
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| 29 | SUPER(PacmanGhost, tick, dt); |
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| 30 | |
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| 31 | this->actuelposition = this->getPosition(); |
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| 32 | |
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| 33 | //Stop, if target arrived |
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| 34 | if((abs(this->actuelposition.x - this->target_x)<0.5) && (abs(this->actuelposition.z - this->target_z)<0.5)){ |
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| 35 | this->ismoving = false; |
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| 36 | } |
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| 37 | |
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| 38 | //Move, if ghost hasn't arrived yet |
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| 39 | if(this->ismoving){ |
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| 40 | if(!(abs(this->actuelposition.z-target_z)<0.5)) { |
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| 41 | velocity = Vector3(0,0,-sgn(this->actuelposition.z-this->target_z)); |
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| 42 | move(dt, actuelposition, velocity); |
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| 43 | } |
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| 44 | if(!(abs(this->actuelposition.x-target_x)<0.5)){ |
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| 45 | velocity = Vector3(-sgn(this->actuelposition.x-this->target_x),0,0); |
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| 46 | move(dt, actuelposition, velocity); |
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| 47 | } |
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| 48 | } |
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| 49 | |
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| 50 | //Check on which position the ghost has arrived and set new target |
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| 51 | else{ |
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| 52 | |
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| 53 | while(lockmove){}; |
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| 54 | lockmove = true; |
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| 55 | |
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| 56 | //do red behavior |
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| 57 | |
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| 58 | Vector3 purePos = setPureArrayPos(this->actuelposition); |
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| 59 | //find nearest position on the map to red pos if pacman does not move, |
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| 60 | //i.e. reached a point on the map |
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| 61 | //Why not simply use target_x and target_z ?????? |
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| 62 | |
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| 63 | nextMove(purePos, player.actuelposition); |
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| 64 | //how do we access the PLAYER variable ?????? |
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| 65 | |
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| 66 | //also, player.lastPassedPoint is maybe better |
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| 67 | } |
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| 68 | |
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| 69 | } |
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| 70 | |
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| 71 | |
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| 72 | void PacmanRed::setNewTargetRed(Vector3 goalToGo){ |
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| 73 | |
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| 74 | this->target_x = goalToGo.x; |
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| 75 | this->target_z = goalToGo.z; |
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| 76 | this->ismoving = true; |
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| 77 | } |
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| 78 | |
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| 79 | |
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| 80 | void PacmanRed::nextMove(Vector3 playerPos, Vector3 redPos){ |
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| 81 | Vector3 nextTarget; |
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| 82 | |
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| 83 | nextTarget = getShortestPath(playerPos, redPos); |
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| 84 | |
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| 85 | setNewTargetRed(nextTarget); |
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| 86 | } |
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| 87 | |
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| 88 | |
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| 89 | |
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| 90 | //save last checkpoint crossed by player |
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| 91 | /* |
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| 92 | void PacmanGelb::tick(float dt){ //last passed point of player |
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| 93 | for(int u=0; u < 67; u++){ |
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| 94 | if(findpos(this->getPosition(), possibleposition[u])){ |
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| 95 | this->lastPassedPoint=possibleposition[u]; |
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| 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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| 101 | } |
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