1 | /* ORXONOX - the hottest 3D action shooter ever to exist |
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2 | * > www.orxonox.net < |
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3 | * |
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4 | * |
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5 | * License notice: |
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6 | * |
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7 | * This program is free software; you can redistribute it and/or |
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8 | * modify it under the terms of the GNU General Public License |
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9 | * as published by the Free Software Foundation; either version 2 |
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10 | * of the License, or (at your option) any later version. |
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11 | * |
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12 | * This program is distributed in the hope that it will be useful, |
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 | * GNU General Public License for more details. |
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16 | * |
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17 | * You should have received a copy of the GNU General Public License |
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18 | * along with this program; if not, write to the Free Software |
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19 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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20 | * |
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21 | * Author: |
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22 | * Viviane Yang |
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23 | * Co-authors: |
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24 | * ... |
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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 | @file Asteroids2DStone.cc |
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32 | |
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33 | @brief Implementation of the Asteroids2DStone class. |
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34 | |
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35 | TO DO: |
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36 | - instead of moving over the boarders of the playing field, modify the tick function so that the stones bounce back |
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37 | - when to split? It does not work if you override kill() function...->damage() function? |
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38 | */ |
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39 | |
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40 | #include "Asteroids2DStone.h" |
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41 | #include "Asteroids2D.h" |
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42 | #include "Asteroids2DShip.h" |
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43 | #include "core/CoreIncludes.h" |
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44 | #include "util/Math.h" |
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45 | |
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46 | namespace orxonox |
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47 | { |
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48 | RegisterClass(Asteroids2DStone); |
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49 | |
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50 | Asteroids2DStone::Asteroids2DStone(Context* context) : Pawn(context) |
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51 | { |
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52 | RegisterObject(Asteroids2DStone); |
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53 | this->size = rand()%3+1; |
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54 | this->width = 1043; |
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55 | this->height = 646; |
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56 | this->setPosition(randomPosition(this->width, this->height)); |
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57 | this->setCollisionTypeStr("dynamic"); |
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58 | this->setVelocity(randomVelocity(MAX_SPEED)); |
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59 | } |
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60 | |
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61 | Asteroids2DStone::Asteroids2DStone(Context* c, int sze, Vector3 pos) : Pawn(c) |
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62 | { |
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63 | RegisterObject(Asteroids2DStone); |
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64 | this->size = sze; |
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65 | this->width = 1043; |
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66 | this->height = 646; |
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67 | this->setPosition(pos); |
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68 | this->setCollisionTypeStr("dynamic"); |
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69 | this->setVelocity(randomVelocity(MAX_SPEED)); |
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70 | } |
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71 | |
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72 | Vector3 Asteroids2DStone::randomPosition(float maxwidth, float maxheight) |
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73 | { |
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74 | Vector3 pos; |
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75 | pos.x = rnd(-maxwidth/2, maxwidth/2); |
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76 | pos.y = 0; |
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77 | pos.z = rnd(-maxheight/2, maxheight/2); |
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78 | return pos; |
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79 | } |
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80 | |
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81 | Vector3 Asteroids2DStone::randomVelocity(float maxspeed) |
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82 | { |
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83 | Vector3 vel; |
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84 | vel.x = rnd(maxspeed); |
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85 | vel.y = 0; |
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86 | vel.z = rnd(maxspeed); |
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87 | return vel; |
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88 | } |
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89 | |
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90 | |
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91 | void Asteroids2DStone::tick(float dt) |
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92 | { |
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93 | SUPER(Asteroids2DStone, tick, dt); |
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94 | Vector3 pos = this->getPosition(); |
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95 | |
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96 | |
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97 | if(pos.x >= width/2){ |
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98 | pos.x = -width/2; |
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99 | }else if(pos.x <= -width/2){ |
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100 | pos.x = -width/2; |
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101 | }else if(pos.z >= height/2){ |
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102 | pos.z = -height/2; |
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103 | }else if(pos.z <= -height/2){ |
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104 | pos.z = -width/2; |
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105 | } |
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106 | |
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107 | this->setPosition(pos); |
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108 | |
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109 | } |
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110 | |
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111 | inline bool Asteroids2DStone::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) |
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112 | { |
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113 | if(orxonox_cast<Asteroids2DShip*>(otherObject)) |
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114 | { |
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115 | split(); |
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116 | } |
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117 | return false; |
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118 | } |
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119 | |
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120 | void Asteroids2DStone::damage(float damage, float healthdamage, float shielddamage, Pawn* originator, const btCollisionShape* cs) |
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121 | { |
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122 | if (getGame() && orxonox_cast<Asteroids2DShip*>(originator) != nullptr) |
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123 | getGame()->addPoints(100); |
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124 | split(); |
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125 | //Pawn::damage(damage, healthdamage, shielddamage, originator, cs); |
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126 | } |
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127 | |
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128 | Asteroids2D* Asteroids2DStone::getGame() |
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129 | { |
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130 | if (game == nullptr) |
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131 | { |
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132 | for (Asteroids2D* asteroids : ObjectList<Asteroids2D>()) |
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133 | game = asteroids; |
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134 | } |
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135 | return game; |
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136 | } |
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137 | |
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138 | void Asteroids2DStone::split() |
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139 | { |
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140 | //orxout() << "split" << endl; |
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141 | if(size == 3) |
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142 | { |
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143 | Asteroids2DStone* newStone1 = new Asteroids2DStone(this->getContext(), 2, this->getPosition()); |
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144 | newStone1->addTemplate("stone2"); |
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145 | Asteroids2DStone* newStone2 = new Asteroids2DStone(this->getContext(), 2, this->getPosition()); |
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146 | newStone2->addTemplate("stone2"); |
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147 | |
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148 | }else if(size == 2){ |
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149 | |
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150 | |
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151 | //Templates can be found in data/levels/templates/asteroidsAsteroids2D.oxt |
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152 | Asteroids2DStone* newStone1 = new Asteroids2DStone(this->getContext(), 1, this->getPosition()); |
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153 | newStone1->addTemplate("stone1"); |
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154 | Asteroids2DStone* newStone2 = new Asteroids2DStone(this->getContext(), 1, this->getPosition()); |
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155 | newStone2->addTemplate("stone1"); |
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156 | } |
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157 | this->death(); |
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158 | } |
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159 | |
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160 | } |
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