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