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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