1 | #include "AsteroidsShip.h" |
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2 | |
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3 | #include "core/CoreIncludes.h" |
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4 | #include "core/XMLPort.h" |
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5 | #include "Asteroids.h" |
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6 | #include "graphics/Camera.h" |
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7 | #include "asteroids/AsteroidStone.h" |
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8 | #include "weapons/projectiles/Projectile.h" |
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9 | #include "asteroids/AsteroidsCenterpoint.h" |
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10 | |
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11 | |
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12 | namespace orxonox |
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13 | { |
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14 | //Constructor |
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15 | RegisterClass(AsteroidsShip); |
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16 | |
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17 | AsteroidsShip::AsteroidsShip(Context* context) : SpaceShip(context) |
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18 | { |
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19 | RegisterObject(AsteroidsShip); |
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20 | /*radius = 20; |
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21 | x = getPosition().x; |
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22 | y = getPosition().y; |
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23 | dx = 3.0f; |
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24 | dy = 3.0f; |
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25 | angle= 0.0f;*/ |
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26 | |
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27 | speed = 830; |
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28 | isFireing = false; |
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29 | damping = 10; |
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30 | |
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31 | lastTimeFront = 0; |
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32 | lastTimeLeft = 0; |
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33 | lastTime = 0; |
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34 | |
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35 | } |
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36 | |
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37 | //Destructor |
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38 | AsteroidsShip::~AsteroidsShip() |
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39 | { |
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40 | if (this->isInitialized()) |
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41 | this->cleanup(); |
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42 | } |
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43 | |
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44 | |
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45 | |
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46 | //update coordinates and velocity |
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47 | void AsteroidsShip::tick(float dt) |
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48 | { |
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49 | /*Movement computation |
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50 | Vector3 pos = getPosition(); |
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51 | |
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52 | dx *= damping; |
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53 | dy *= damping; |
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54 | |
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55 | float speed = sqrt(dx*dx+ dy*dy); |
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56 | if(speed > maxspeed) |
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57 | { |
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58 | dx *= maxspeed/speed; |
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59 | dy *= mayspeed/speed; |
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60 | } |
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61 | |
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62 | x += dx; |
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63 | y += dy; |
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64 | |
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65 | if(x>W) x=0; |
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66 | if(x<0) x=W; |
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67 | if(y>H) y=0; |
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68 | if(y<0) y=H; |
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69 | setPosition(x,y,0); |
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70 | |
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71 | //roll? muss sich das Raumschiff drehen? |
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72 | setOrientation(angle, x, y, 0); |
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73 | |
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74 | //Schiessen wenn geschossen wurde |
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75 | // shoot! |
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76 | if (isFireing) |
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77 | ControllableEntity::fire(0); |
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78 | |
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79 | //Leben verloren */ |
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80 | Vector3 pos = getPosition(); |
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81 | |
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82 | //Movement calculation |
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83 | lastTimeFront += dt * damping; |
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84 | lastTimeLeft += dt * damping; |
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85 | lastTime += dt; |
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86 | |
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87 | velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f); |
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88 | velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f); |
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89 | |
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90 | //Execute movement |
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91 | if (this->hasLocalController()) |
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92 | { |
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93 | float dist_y = velocity.y * dt; |
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94 | //float dist_x = velocity.x * dt; |
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95 | if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6) |
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96 | posforeward += dist_y; |
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97 | else |
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98 | { |
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99 | velocity.y = 0; |
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100 | // restart if game ended |
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101 | /* |
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102 | if (getGame()) |
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103 | if (getGame()->bEndGame) |
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104 | { |
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105 | getGame()->start(); |
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106 | return; |
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107 | }*/ |
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108 | } |
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109 | |
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110 | pos += Vector3(1000 + velocity.y, 0, velocity.x) * dt; |
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111 | |
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112 | } |
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113 | |
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114 | |
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115 | |
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116 | //Camera ticken? Bleibt eigentlich am selben Ort...irgendwo initialisieren |
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117 | Camera* camera = this->getCamera(); |
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118 | if (camera != nullptr) |
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119 | { |
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120 | // camera->setPosition(Vector3(-pos.z, -posforeward, 0)); |
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121 | camera->setOrientation(Vector3::UNIT_Z, Degree(0)); |
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122 | } |
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123 | |
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124 | |
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125 | |
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126 | // bring back on track! |
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127 | if(pos.y != 0) |
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128 | { |
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129 | pos.y = 0; |
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130 | } |
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131 | |
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132 | setPosition(pos); |
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133 | setOrientation(Vector3::UNIT_Y, Degree(270)); |
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134 | |
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135 | SUPER(AsteroidsShip, tick, dt); |
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136 | } |
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137 | |
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138 | void AsteroidsShip::moveFrontBack(const Vector2& value) |
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139 | { |
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140 | |
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141 | |
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142 | } |
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143 | |
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144 | void AsteroidsShip::moveFrontBack(const Vector2& value) |
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145 | { |
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146 | |
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147 | } |
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148 | void AsteroidsShip::moveFrontBack(const Vector2& value) |
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149 | { |
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150 | |
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151 | } |
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152 | |
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153 | Asteroids* AsteroidsShip::getGame() |
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154 | { |
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155 | if (game == nullptr) |
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156 | { |
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157 | for (Asteroids* asteroids : ObjectList<Asteroids>()) |
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158 | game = asteroids; |
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159 | } |
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160 | return game; |
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161 | } |
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162 | |
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163 | void AsteroidsShip::death() |
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164 | { |
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165 | getGame()->costLife(); |
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166 | SpaceShip::death(); |
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167 | } |
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168 | |
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169 | |
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170 | |
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171 | } |
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