1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Florian Zinggeler |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file AsteroidsEnemy.h |
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31 | @brief Declaration of the AsteroidsEnemy class. |
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32 | */ |
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33 | |
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34 | #include "AsteroidsStone.h" |
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35 | #include "core/CoreIncludes.h" |
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36 | #include "Asteroids.h" |
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37 | #include "AsteroidsShip.h" |
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38 | #include <cstdlib> |
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39 | #include <cmath> |
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40 | #include "util/Math.h" |
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41 | |
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42 | const float delta = 3; |
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43 | |
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44 | namespace orxonox |
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45 | { |
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46 | RegisterClass(AsteroidsStone); |
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47 | //pawn kann sterben -> nach dem Tot sollen aber 2 Asteroiden spawnen |
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48 | AsteroidsStone::AsteroidsStone(Context* context) : Pawn(context) |
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49 | { |
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50 | RegisterObject(AsteroidsStone); |
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51 | |
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52 | direction = 0; |
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53 | //Spielfeld x als Horizontale und z als Vertikale |
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54 | fieldWidth_ = this->getGame()->center_->getFieldWidth; |
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55 | fieldHeigth_ = this->getGame()->center_->getFieldHeight; |
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56 | |
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57 | |
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58 | //Random size 1, 2, 3 ->muss noch realisiert werden. Templates erstellen |
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59 | this.size = 1; |
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60 | maxspeed = 50.0f; |
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61 | //Random Spawn? pos= random? -> spawn durch timer in der Asteroids Klasse |
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62 | this->setPosition(rnd(fieldWidth_), 0, rnd(fieldHeigth)); |
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63 | |
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64 | //random Geschwindigkeit und Richtung |
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65 | velocity.x = rnd(maxspeed); |
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66 | velocity.y = rnd(maxspeed); |
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67 | } |
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68 | |
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69 | inline bool AsteroidsStone::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) |
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70 | { |
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71 | if(orxonox_cast<AsteroidsShip*>(otherObject)) |
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72 | removeHealth(2000); |
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73 | return false; |
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74 | } |
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75 | |
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76 | void Asteroids::death() |
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77 | { |
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78 | if(this->size == 1){ |
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79 | Pawn::death(); |
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80 | }else if(this->size == 2){ |
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81 | Pawn::death(); |
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82 | //Wie mache ich das ? Eigentlich in der game Klasse? sonst zeigt der Pointer auf einen falschen Bereich |
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83 | for(int i = 0; i<2; i++) |
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84 | { |
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85 | AsteroidsStone* newStone; |
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86 | newStone = new AsteroidsStone(this->getGame()->center_->getContext()); |
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87 | newStone->addTemplate("asteroidsstone"); |
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88 | newStone->setAsteroidsPlayer(this->getGame()->player); |
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89 | } |
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90 | |
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91 | } |
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92 | } |
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93 | |
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94 | |
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95 | Asteroids* AsteroidsStone::getGame() |
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96 | { |
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97 | if (game == nullptr) |
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98 | { |
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99 | for (Asteroids* Asteroids : ObjectList<Asteroids>()) |
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100 | game = asteroids; |
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101 | } |
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102 | return game; |
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103 | } |
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104 | |
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105 | |
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106 | //Bis hier geschrieben |
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107 | void AsteroidsStone::tick(float dt) |
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108 | { |
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109 | Vector3 pos = getPosition(); |
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110 | |
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111 | |
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112 | |
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113 | |
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114 | //bounce on the borders |
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115 | if(pos.x-delta <= 0 || pos.x+delta >= fieldWidth_) |
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116 | direction = -direction; |
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117 | |
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118 | |
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119 | |
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120 | //zurück bringen |
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121 | if(pos.y != 0){ |
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122 | pos.y=0; |
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123 | } |
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124 | |
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125 | //spin |
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126 | |
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127 | setOrientation() |
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128 | setPosition(pos); |
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129 | |
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130 | SUPER(AsteroidsStone, tick, dt); |
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131 | } |
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132 | |
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133 | inline bool AsteroidsStone::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) |
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134 | { |
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135 | if(orxonox_cast<AsteroidsShip*>(otherObject)) |
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136 | removeHealth(2000); |
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137 | return false; |
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138 | } |
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139 | |
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140 | |
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141 | } |
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