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source: code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2D.cc @ 11725

Last change on this file since 11725 was 11669, checked in by vyang, 7 years ago

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Viviane Yang
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29
30
31/**
32    @file Asteroids2D.cc
33    @brief Implementation of the Asteroids2D class.
34
35    TODO:
36        - Implement a counting system for the score
37        - HUD can be improved (display health, points, level etc.
38        - Problem: The asteroids spawn randomly on the playing field.
39            During spawn or level up, there is the possibility that they pawn at the position of the ship.
40            ->spawn somewhere with a safty distance/radius
41        - look over collisionshapes of the stones ->  sometimes collison with stone is not triggered for bigger stones
42        - modify parameters in data/levels/templates/spaceshipAsteroids2D.oxt for a better playing experience -> mass, damping, rotation etc.
43
44    IDEAS:
45        - make Asteroids more beautiful! (setting, ship, explosion particles, stones)
46        - particle effect after you got hit -> during bImmune is true
47        - implement shield -> object that can be triggered
48        - Projectiles should also move over the boarders and appear on the other side
49            -> they can also hurt the player
50
51*/
52
53#include "Asteroids2D.h"
54#include "Asteroids2DShip.h" // Necessary for getPlayer function. Do NOT include this in Header!
55#include "Asteroids2DStone.h"
56#include "core/CoreIncludes.h"
57#include "Highscore.h"
58
59namespace orxonox
60{
61    RegisterUnloadableClass(Asteroids2D);
62
63    Asteroids2D::Asteroids2D(Context* context) : Deathmatch(context)
64    {
65        RegisterObject(Asteroids2D);
66
67        bEndGame = false;
68        lives = 3; 
69        level = 1;
70        point = 0;
71        bShowLevel = false;
72        multiplier = 1;
73        b_combo = false;
74        firstTick_ = true;
75        this->numberOfBots_ = 0; //sets number of default bots temporarly to 0
76        this->center_ = nullptr;
77        this->setHUDTemplate("Asteroids2DHUD");
78        levelupTimer.setTimer(30.0f, true, createExecutor(createFunctor(&Asteroids2D::levelUp, this))); //level up every 30s
79    }
80
81
82
83    void Asteroids2D::levelUp()
84    {
85        level++;
86        if (getPlayer() != nullptr)
87        {
88
89            //Do something that indicates a level up
90            for (int i = 0; i < 7; i++)
91            {
92                WeakPtr<ExplosionPart> chunk5 = new ExplosionPart(this->center_->getContext());
93                chunk5->setPosition(Vector3(600, 0, 100.f * i - 300));
94                chunk5->setVelocity(Vector3(1000, 0, 0));  //player->getVelocity()
95                chunk5->setScale(10);
96                chunk5->setEffect1("Orxonox/explosion2b");
97                chunk5->setEffect2("Orxonox/smoke6");
98                chunk5->Explode();
99
100            }
101        }
102        addPoints(multiplier * 20);
103        multiplier *= 2;
104        toggleShowLevel();
105        showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Asteroids2D::toggleShowLevel, this)));
106
107
108        //After level up -> spawn stones. Modify for different difficulty level
109        for(int i = 0; i < level*2; i++){
110            spawnStone();
111        }
112
113    }
114
115    void Asteroids2D::tick(float dt)
116    {
117        //Do this only for the first tick, generate 5 stones in the beginning
118        if(this->firstTick_)
119        {
120            getPlayer();
121            for(int i = 0; i < 5; ++i)
122            {
123                spawnStone();
124            }
125            //after first tick, firstTick_ will remain false
126            this->firstTick_ = false;
127        }
128       
129        SUPER(Asteroids2D, tick, dt);
130    }
131
132    void Asteroids2D::spawnStone()
133    {
134
135        //stones are created with a size -> second constructor in Asteroids2DStone class
136        Asteroids2DStone* newStone = new Asteroids2DStone(this->center_->getContext());
137        newStone->setAsteroids2DPlayer(player);
138
139        //look at templates in data/levels/templates/asteroidsAsteroids2D.oxt
140        switch(newStone->getSize()){
141            case 1:
142                newStone->addTemplate("stone1");
143                break;
144            case 2: 
145                newStone->addTemplate("stone2");
146                break;
147            case 3:
148                newStone->addTemplate("stone3");
149                break;
150            default:
151                orxout(internal_error) << "Asteroids2DStone has invalid size and cannot be created" << endl;
152                break;
153
154        }
155    }
156
157    Asteroids2DShip* Asteroids2D::getPlayer()
158    {
159        if (player == nullptr)
160        {
161            for (Asteroids2DShip* ship : ObjectList<Asteroids2DShip>())
162            {
163                player = ship;
164            }
165        }
166        return player;
167    }
168
169    void Asteroids2D::costLife()
170    {
171        --lives;
172        if(lives <= 0){
173            endGameTimer.setTimer(8.0f, false, createExecutor(createFunctor(&Asteroids2D::end, this)));           
174        }
175    };
176   
177    //The first function that will be called
178    void Asteroids2D::start()
179    {
180        //orxout() << "start" << endl;
181
182        // Set variable to temporarily force the player to spawn.
183        this->bForceSpawn_ = false;
184
185        if (this->center_ == nullptr)  // abandon mission!
186        {
187            orxout(internal_error) << "Asteroids2D: No Centerpoint specified." << endl;
188            GSLevel::startMainMenu();
189            return;
190        }
191        // Call start for the parent class.
192        Deathmatch::start();
193    }
194
195    void Asteroids2D::playerPreSpawn(PlayerInfo* player)
196    {
197        if(lives <= 0)
198        {
199            this->end();
200        }
201    }
202
203    //This function will be called from the ship or the stone class (if the stone was hit)
204    void Asteroids2D::addPoints(int numPoints)
205    {
206        if (!bEndGame)
207        {
208            point += numPoints * multiplier;
209            b_combo = true;
210        }
211    }
212
213    void Asteroids2D::end()
214    {
215        // DON'T CALL THIS!
216        //      Deathmatch::end();
217        // It will misteriously crash the game!
218        // Instead startMainMenu, this won't crash.
219        if (Highscore::exists()){
220                    int score = this->getPoints();
221                    if(score > Highscore::getInstance().getHighestScoreOfGame("Asteroids2D")) 
222                        Highscore::getInstance().storeHighscore("Asteroids2D",score);
223
224          }
225        GSLevel::startMainMenu();
226    }
227}
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