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source: code/branches/FlappyOrx_HS17/src/modules/flappyorx/FlappyOrx.cc @ 11596

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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 *      Leo Mehr Holz
24 *      Pascal Schärli
25 *
26 */
27
28/**
29    @file FlappyOrx.cc
30    @brief Implementation of the FlappyOrx class.
31*/
32
33#include "FlappyOrx.h"
34#include "Highscore.h"
35#include "core/CoreIncludes.h"
36#include "core/EventIncludes.h"
37#include "core/command/Executor.h"
38#include "core/config/ConfigValueIncludes.h"
39
40#include "gamestates/GSLevel.h"
41#include "chat/ChatManager.h"
42
43// ! HACK
44#include "infos/PlayerInfo.h"
45
46#include "FlappyOrxCenterPoint.h"
47#include "FlappyOrxShip.h"
48#include "FlappyOrxAsteroid.h"
49
50#include "core/command/ConsoleCommand.h"
51#include "worldentities/ExplosionPart.h"
52#include <vector>
53
54namespace orxonox
55{
56    RegisterUnloadableClass(FlappyOrx);
57
58    FlappyOrx::FlappyOrx(Context* context) : Deathmatch(context)
59    {
60        RegisterObject(FlappyOrx);
61        this->center_ = nullptr;
62        point = 0;                          //number of cleared tubes
63        bIsDead = true;
64        firstGame = true;                   //needed for the HUD
65
66        spawnDistance=200;                  //distance between tubes
67        tubeOffsetX=500;                    //tube offset (so that we can't see them spawn)
68        setHUDTemplate("FlappyOrxHUD");
69    }
70
71
72    void FlappyOrx::updatePlayerPos(int x){
73
74        //Spawn a new Tube when the spawn distance is reached
75        if(this->tubes.size()==0||x-tubes.back()+tubeOffsetX>spawnDistance){
76            spawnTube();
77            this->tubes.push(x+tubeOffsetX);
78        }
79        //Delete Tubes when we pass through them
80        if(this->tubes.size()!=0&&x>this->tubes.front()){
81            this->tubes.pop();
82            levelUp();
83        }
84        //Delete Asteroids which are not visible anymore
85        while((this->asteroids.front())->getPosition().x<x-tubeOffsetX){
86            MovableEntity* deleteMe = asteroids.front();
87            asteroids.pop();
88            deleteMe->destroy();
89        }
90    }
91
92    //Gets called when we pass through a Tube
93    void FlappyOrx::levelUp(){
94        point++;
95        spawnDistance = 300-3*point;            //smaller spawn Distance
96        getPlayer()->setSpeed(100+.5*point);    //increase speed
97    }
98
99    //Returns our Ship
100    FlappyOrxShip* FlappyOrx::getPlayer(){
101        if (player == nullptr){
102            for (FlappyOrxShip* ship : ObjectList<FlappyOrxShip>()) {
103                player = ship;
104            }
105        }
106        return player;
107    }
108
109    //Spawn new Tube
110    void FlappyOrx::spawnTube(){
111        if (getPlayer() == nullptr)
112            return;
113
114        int space = 120;    //vertical space between top and bottom tube
115        int height = (float(rand())/RAND_MAX-0.5)*(280-space);  //Randomize height
116           
117        Vector3 pos = player->getPosition();
118
119        //create the two Asteroid fields (Tubes)
120        asteroidField(pos.x+tubeOffsetX,height-space/2,0.8);  //bottom 
121        asteroidField(pos.x+tubeOffsetX,height+space/2,-0.8); //top
122    }
123
124    //Creates a new asteroid Field
125    void FlappyOrx::asteroidField(int x, int y, float slope){
126        int r = 20;     //Radius of added Asteroids
127        int noadd = 0;  //how many times we failed to add a new asteroid
128
129        ClearAsteroids();   //Delete Asteroids
130        Circle newAsteroid = Circle();
131        newAsteroid.x=x;
132        newAsteroid.y=y;
133        newAsteroid.r=r;
134        addIfPossible(newAsteroid); //Add Asteroid at peak
135
136        //Fill up triangle with asteroids
137        while(r>0){
138            if(slope>0)
139                newAsteroid.y=float(rand())/RAND_MAX*(150+y)-150;   //create asteroid on bottom
140            else
141                newAsteroid.y=float(rand())/RAND_MAX*(150-y)+y;     //create asteroid on top
142           
143            newAsteroid.x=x+(float(rand())/RAND_MAX-0.5)*(y-newAsteroid.y)/slope;
144            newAsteroid.r=r;
145           
146            int i = addIfPossible(newAsteroid); //Add Asteroid if it doesn't collide
147            if(i==0)
148                noadd++;
149            else if(i==2)
150                r=0;
151            if(noadd>=5){
152                noadd=0;
153                r-=5;
154            }
155        }
156    }
157
158    //Create a new Asteroid
159    void FlappyOrx::createAsteroid(Circle &c){
160        MovableEntity* newAsteroid = new MovableEntity(this->center_->getContext());
161
162        //Add Model fitting the Size of the Asteroid
163        if(c.r<=5)
164            newAsteroid->addTemplate(Asteroid5[rand()%NUM_ASTEROIDS]);
165        else if(c.r<=10)
166            newAsteroid->addTemplate(Asteroid10[rand()%NUM_ASTEROIDS]);
167        else if(c.r<=15)
168            newAsteroid->addTemplate(Asteroid15[rand()%NUM_ASTEROIDS]);
169        else
170            newAsteroid->addTemplate(Asteroid20[rand()%NUM_ASTEROIDS]);
171       
172        //Set position
173        newAsteroid->setPosition(Vector3(c.x, 0, c.y));
174
175        //Randomize orientation
176        newAsteroid->setOrientation(Vector3::UNIT_Z, Degree(rand()%360));
177        newAsteroid->setOrientation(Vector3::UNIT_Y, Degree(rand()%360));
178
179        //add to Queue (so that we can delete it again)
180        asteroids.push(newAsteroid);
181    }
182
183    void FlappyOrx::setCenterpoint(FlappyOrxCenterPoint* center){
184        this->center_ = center;
185    }
186
187    bool FlappyOrx::isDead(){
188        return bIsDead;
189    }
190
191    void FlappyOrx::setDead(bool value){
192        bIsDead = value;
193        if(not value){
194            point = -1;
195            levelUp();
196        }
197    }
198
199    void FlappyOrx::start()
200    {
201        // Set variable to temporarily force the player to spawn.
202        this->bForceSpawn_ = true;
203
204        if (this->center_ == nullptr)  // abandon mission!
205        {
206            orxout(internal_error) << "FlappyOrx: No Centerpoint specified." << endl;
207            GSLevel::startMainMenu();
208            return;
209        }
210        // Call start for the parent class.
211        Deathmatch::start();
212    }
213
214    //RIP
215    void FlappyOrx::death(){
216        bIsDead = true;
217        firstGame = false;
218       
219        //Set randomized deathmessages
220        if(point<10)        sDeathMessage = DeathMessage10[rand()%(DeathMessage10.size())];
221        else if(point<30)   sDeathMessage = DeathMessage30[rand()%(DeathMessage30.size())];
222        else if(point<50)   sDeathMessage = DeathMessage50[rand()%(DeathMessage50.size())];
223        else                sDeathMessage = DeathMessageover50[rand()%(DeathMessageover50.size())];
224       
225        //Update Highscore
226        if (Highscore::exists()){
227                    int score = this->getPoints();
228                    if(score > Highscore::getInstance().getHighestScoreOfGame("Flappy Orx")) 
229                        Highscore::getInstance().storeHighscore("Flappy Orx",score);
230        }
231
232        //Delete all Tubes and asteroids
233        while (!tubes.empty()){
234            tubes.pop();
235        }
236        while (!asteroids.empty()){
237            MovableEntity* deleteMe = asteroids.front();
238            asteroids.pop();
239            deleteMe->destroy();
240        }
241    }
242
243    void FlappyOrx::end()
244    {
245        // DON'T CALL THIS!
246        //      Deathmatch::end();
247        // It will misteriously crash the game!
248        // Instead startMainMenu, this won't crash.
249        if (Highscore::exists()){
250                    int score = this->getPoints();
251                    if(score > Highscore::getInstance().getHighestScoreOfGame("Orxonox Arcade")) 
252                        Highscore::getInstance().storeHighscore("Orxonox Arcade",score);
253
254          }
255        GSLevel::startMainMenu();
256    }
257}
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