[11506] | 1 | #include "AsteroidsShip.h" |
---|
| 2 | |
---|
| 3 | #include "core/CoreIncludes.h" |
---|
| 4 | #include "core/XMLPort.h" |
---|
[11516] | 5 | #include "Asteroids.h" |
---|
[11506] | 6 | #include "graphics/Camera.h" |
---|
[11516] | 7 | #include "asteroids/AsteroidStone" |
---|
[11506] | 8 | #include "weapons/projectiles/Projectile.h" |
---|
| 9 | |
---|
[11516] | 10 | |
---|
[11506] | 11 | namespace orxonox |
---|
| 12 | { |
---|
| 13 | //Constructor |
---|
| 14 | RegisterClass(AsteroidsShip); |
---|
| 15 | |
---|
| 16 | AsteroidsShip::AsteroidsShip(Context* context) : SpaceShip(context) |
---|
| 17 | { |
---|
| 18 | RegisterObject(AsteroidsShip); |
---|
[11516] | 19 | /*radius = 20; |
---|
| 20 | x = getPosition().x; |
---|
| 21 | y = getPosition().y; |
---|
| 22 | dx = 3.0f; |
---|
| 23 | dy = 3.0f; |
---|
| 24 | angle= 0.0f;*/ |
---|
[11506] | 25 | |
---|
[11516] | 26 | speed = 830; |
---|
| 27 | isFireing = false; |
---|
| 28 | damping = 10; |
---|
| 29 | |
---|
| 30 | lastTimeFront = 0; |
---|
| 31 | lastTimeLeft = 0; |
---|
| 32 | lastTime = 0; |
---|
| 33 | |
---|
[11506] | 34 | } |
---|
[11516] | 35 | |
---|
[11506] | 36 | //Destructor |
---|
| 37 | AsteroidsShip::~AsteroidsShip() |
---|
| 38 | { |
---|
| 39 | if (this->isInitialized()) |
---|
| 40 | this->cleanup(); |
---|
| 41 | } |
---|
| 42 | |
---|
| 43 | |
---|
| 44 | |
---|
| 45 | //update coordinates and velocity |
---|
| 46 | void AsteroidsShip::tick(float dt) |
---|
| 47 | { |
---|
[11516] | 48 | /*Movement computation |
---|
| 49 | Vector3 pos = getPosition(); |
---|
| 50 | |
---|
| 51 | dx *= damping; |
---|
| 52 | dy *= damping; |
---|
| 53 | |
---|
| 54 | float speed = sqrt(dx*dx+ dy*dy); |
---|
| 55 | if(speed > maxspeed) |
---|
| 56 | { |
---|
| 57 | dx *= maxspeed/speed; |
---|
| 58 | dy *= mayspeed/speed; |
---|
| 59 | } |
---|
| 60 | |
---|
| 61 | x += dx; |
---|
| 62 | y += dy; |
---|
| 63 | |
---|
| 64 | if(x>W) x=0; |
---|
| 65 | if(x<0) x=W; |
---|
| 66 | if(y>H) y=0; |
---|
| 67 | if(y<0) y=H; |
---|
| 68 | setPosition(x,y,0); |
---|
| 69 | |
---|
[11506] | 70 | //roll? muss sich das Raumschiff drehen? |
---|
[11516] | 71 | setOrientation(angle, x, y, 0); |
---|
[11506] | 72 | |
---|
| 73 | //Schiessen wenn geschossen wurde |
---|
| 74 | // shoot! |
---|
| 75 | if (isFireing) |
---|
| 76 | ControllableEntity::fire(0); |
---|
| 77 | |
---|
[11516] | 78 | //Leben verloren */ |
---|
| 79 | Vector3 pos = getPosition(); |
---|
| 80 | |
---|
| 81 | //Movement calculation |
---|
| 82 | lastTimeFront += dt * damping; |
---|
| 83 | lastTimeLeft += dt * damping; |
---|
| 84 | lastTime += dt; |
---|
| 85 | |
---|
| 86 | velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f); |
---|
| 87 | velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f); |
---|
| 88 | |
---|
| 89 | //Execute movement |
---|
| 90 | if (this->hasLocalController()) |
---|
| 91 | { |
---|
| 92 | float dist_y = velocity.y * dt; |
---|
| 93 | //float dist_x = velocity.x * dt; |
---|
| 94 | if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6) |
---|
| 95 | posforeward += dist_y; |
---|
| 96 | else |
---|
| 97 | { |
---|
| 98 | velocity.y = 0; |
---|
| 99 | // restart if game ended |
---|
| 100 | /* |
---|
| 101 | if (getGame()) |
---|
| 102 | if (getGame()->bEndGame) |
---|
| 103 | { |
---|
| 104 | getGame()->start(); |
---|
| 105 | return; |
---|
| 106 | }*/ |
---|
| 107 | } |
---|
| 108 | |
---|
| 109 | pos += Vector3(1000 + velocity.y, 0, velocity.x) * dt; |
---|
| 110 | } |
---|
| 111 | |
---|
| 112 | |
---|
| 113 | // Camera |
---|
| 114 | Camera* camera = this->getCamera(); |
---|
| 115 | if (camera != nullptr) |
---|
| 116 | { |
---|
| 117 | // camera->setPosition(Vector3(-pos.z, -posforeward, 0)); |
---|
| 118 | camera->setOrientation(Vector3::UNIT_Z, Degree(0)); |
---|
| 119 | } |
---|
| 120 | |
---|
| 121 | |
---|
| 122 | |
---|
| 123 | // bring back on track! |
---|
| 124 | if(pos.y != 0) |
---|
| 125 | { |
---|
| 126 | pos.y = 0; |
---|
| 127 | } |
---|
| 128 | |
---|
| 129 | setPosition(pos); |
---|
| 130 | setOrientation(Vector3::UNIT_Y, Degree(270)); |
---|
| 131 | |
---|
| 132 | SUPER(AsteroidsShip, tick, dt); |
---|
[11506] | 133 | } |
---|
| 134 | |
---|
[11516] | 135 | Asteroids* AsteroidsShip::getGame() |
---|
| 136 | { |
---|
| 137 | if (game == nullptr) |
---|
| 138 | { |
---|
| 139 | for (Asteroids* asteroids : ObjectList<Asteroids>()) |
---|
| 140 | game = asteroids; |
---|
| 141 | } |
---|
| 142 | return game; |
---|
| 143 | } |
---|
[11506] | 144 | |
---|
[11516] | 145 | void InvaderShip::death() |
---|
| 146 | { |
---|
| 147 | getGame()->costLife(); |
---|
| 148 | SpaceShip::death(); |
---|
| 149 | } |
---|
[11506] | 150 | |
---|
| 151 | |
---|
| 152 | |
---|
| 153 | } |
---|