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source: code/branches/HUD_HS16/src/modules/superorxobros/SOBFigure.cc @ 11497

Last change on this file since 11497 was 11420, checked in by jkindle, 8 years ago

Added rotation of coins

File size: 10.2 KB
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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 *      Julien Kindle
24 *   Co-authors:
25 *     
26 *
27 */
28
29/**
30    @file SOBFigure.cc
31    @brief This class represents your figure when you play the minigame. Here the movement of the figure, activating items, ... are handled.
32*/
33
34#include "SOBFigure.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38#include "graphics/Model.h"
39#include "graphics/Camera.h"
40#include "graphics/ParticleSpawner.h"
41
42#include "SOBMushroom.h"
43#include "SOBGumba.h"
44#include "SOB.h"
45#include "SOBFlagstone.h"
46#include "SOBCastlestone.h"
47#include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h>
48
49namespace orxonox
50{
51    RegisterClass(SOBFigure);
52
53    SOBFigure::SOBFigure(Context* context) : ControllableEntity(context)
54    {
55        RegisterObject(SOBFigure);
56
57        // initialize variables
58        gravityAcceleration_ = 350.0;
59
60        //Vars for movement of player
61        moveUpPressed_ = false;
62        moveDownPressed_ = false;
63        moveLeftPressed_ = false;
64        moveDownPressed_ = false;
65        firePressed_ = false;
66        collDisZ_ = 0;
67        //Times and turning
68        timeSinceLastFire_ = 0.0;
69        lastSpeed_z = 0.0;
70        pitch_ = 0.0;
71        timeCounter_ = 0;
72
73        //Properties of player
74        gotPowerUp_ = false;
75        isColliding_ = true;
76        particlespawner_ = NULL;
77
78        //Properties of players life
79        predead_ = false;
80        dead_ = false;
81        lvlEnded_ = false;
82        reachedLvlEndState_ = 0;
83
84       
85        setAngularFactor(0.0); //Means player doesn't turn on collision, so he doesn't fall over while walking over the ground
86        this->enableCollisionCallback(); // Turns on that on every collision function collidesAgainst is executed
87    }
88
89
90
91    bool SOBFigure::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) {
92
93        //Inform tick fct that player is colliding and tell him how far away the collision point is from player middle point in z dir
94        isColliding_ = true;
95        collDisZ_ = getPosition().z - contactPoint.getPositionWorldOnB().getZ();
96
97
98        //Orxocast returns object with casted type if otherObject has that class, and if not a nullptr
99        SOBMushroom* mush = orxonox_cast<SOBMushroom*>(otherObject);
100        SOBGumba* gumba = orxonox_cast<SOBGumba*>(otherObject);
101        SOBFlagstone* flagstone = orxonox_cast<SOBFlagstone*>(otherObject);
102        SOBCastlestone* castlestone = orxonox_cast<SOBCastlestone*>(otherObject);
103
104        //Check if otherObject is a powerup
105        if (mush != nullptr && !(mush->hasCollided_)) {
106            otherObject->destroyLater();
107            gotPowerUp_ = true;
108            SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); //Get the Gametype
109            SOBGame->addMushroom(); // Tell the gametype to increase points
110            mush->hasCollided_ = true; // needed because of destroyLater takes some time and player should receive points only once
111
112        //Check if otherObject is a Gumba (that walking enemies)
113        } else if (gumba != nullptr && !(gumba->hasCollided_)) {
114
115            //If player jumps on its head, kill it, else, kill the player
116            if (getVelocity().z >= -20) {
117              Vector3 vel = getVelocity();
118              vel.y = -80;
119              vel.z = 200;
120              setVelocity(vel);
121              predead_=true; 
122              SOB* SOBGame = orxonox_cast<SOB*>(getGametype());
123              SOBGame->setDone(true);
124
125          } else {
126            gumba->destroyLater();
127            gumba->hasCollided_ = true;
128            SOB* SOBGame = orxonox_cast<SOB*>(getGametype());
129            SOBGame->addGumba();
130
131
132        }
133    }
134
135    //Purpose is that if player hits the flag, he should walk into the castle at the end of the level. For that we use SOBCastlestone
136    if (reachedLvlEndState_ == 0 && flagstone != nullptr && !(flagstone->hasCollided_)) {
137        flagstone->hasCollided_ = true;
138        reachedLvlEndState_ = 1;
139        SOB* SOBGame = orxonox_cast<SOB*>(getGametype());
140        SOBGame->setDone(true);
141        SOBGame->addPoints(flagstone->getPoints());
142       
143
144    }
145    if (castlestone != nullptr && !(castlestone->hasCollided_)) {
146        castlestone->hasCollided_ = true;
147        reachedLvlEndState_++;
148
149    }
150
151    return true;
152}
153
154
155//Self implemented sign function that returns either 1 or -1 (and never 0)
156int SOBFigure::sgn(float x) {
157    if (x < 0.0) return -1;
158    return 1;
159}
160
161//For those of you who don't have an idea: the tick function is called about 50 times/sec
162void SOBFigure::tick(float dt)
163{
164    SUPER(SOBFigure, tick, dt);
165
166
167    bool inputAllowed = true;
168
169    //the particle spawner that generates the fire from the backpack when pressed
170    if (particlespawner_ == NULL) {
171        for (WorldEntity* object : this->getAttachedObjects())
172        {
173           if (object->isA(Class(ParticleSpawner)))
174            particlespawner_ = object;
175        }
176    }
177
178
179    //Behavior on level end - this is like described above for the movement from the player when hit the flag. He moves then into the castle
180    if (reachedLvlEndState_ != 0) {
181        timeCounter_+= dt;
182        inputAllowed = false;
183    }
184    if (reachedLvlEndState_ == 1 && timeCounter_ >= 1.5) {
185        timeCounter_ = 0;
186        reachedLvlEndState_ = 2;
187    }
188
189
190    //if input blocked, then cancel every movement operation
191    if (!inputAllowed) {
192        moveUpPressed_ = false;
193        moveDownPressed_ = false;
194        moveLeftPressed_ = false;
195        moveRightPressed_ = false;
196    }
197
198    //set the gravityto standard 350
199    if (firePressed_ == false) {
200        gravityAcceleration_ = 350.0;
201
202    }
203
204    if (hasLocalController())
205    {
206        Vector3 velocity = getVelocity();
207        Vector3 position = getPosition();
208
209        if (!predead_)
210            velocity.y = 0;
211        //If player falls in a hole
212        if (position.z < -100) {
213            dead_ = true;
214            SOB* SOBGame = orxonox_cast<SOB*>(getGametype());
215            SOBGame->setDone(true);
216        }
217
218
219        if (dead_) {
220            velocity.x = 0;
221            velocity.z = 0;
222            setVelocity(velocity);
223            SOB* SOBGame = orxonox_cast<SOB*>(getGametype());
224            if (firePressed_)
225                SOBGame->restart();
226            return;
227        }
228
229
230        int maxvelocity_x = 100;
231        int speedAddedPerTick = 5;
232        int camMaxOffset = 25;
233
234        timeSinceLastFire_ += dt;
235        lastSpeed_z = velocity.z;
236
237
238
239        //Handle the rocket fire from the jetpack
240        if (velocity.z > 40)
241            particlespawner_->setVisible(true); 
242        else
243            particlespawner_->setVisible(false); 
244
245
246        //If player hits space and collides against an object under him then jump
247        if (inputAllowed && firePressed_ && isColliding_ && (collDisZ_ >= 7.75 && collDisZ_ <+ 8.25)) {
248            gravityAcceleration_ = 100.0;
249            velocity.z = 110; 
250        }
251
252
253        //Left-right movement with acceleration and rotation
254        float rot = getOrientation().getRoll().valueDegrees();
255        if (moveRightPressed_) {
256            if (!(rot < 5.0 && -5.0 < rot))
257                setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() - sgn(rot)*dt*Radian(6));
258
259            if (std::abs(velocity.x) < maxvelocity_x) {
260                velocity.x += speedAddedPerTick;
261
262            }
263        } else if (moveLeftPressed_) {
264            if (!(abs(rot) > 175.0 ))
265                setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() + sgn(rot)*dt*Radian(6));
266
267
268
269            if (std::abs(velocity.x) < maxvelocity_x) {
270                velocity.x -= speedAddedPerTick;
271            }
272        } else {
273            velocity.x /= 1.1;
274        }
275
276
277        //Again another EndOfLevel behavior
278        if (reachedLvlEndState_ == 1)
279            velocity.x = -2;
280        if (reachedLvlEndState_ == 2)
281            velocity.x = 30;
282        if (reachedLvlEndState_ == 3) {
283            velocity.x = 0;
284            velocity.y = 20;
285        }
286        if (reachedLvlEndState_ == 4) {
287            lvlEnded_ = true;
288            dead_ = true;
289        }
290
291        //velocity = acc. * time
292        velocity.z -= gravityAcceleration_*dt;
293        setVelocity(velocity);
294
295
296        //Camera operation - the camera should always follow the player in a specific region
297        Camera* cam = getCamera();
298        Vector3 campos = cam->getPosition();
299
300        if (campos.x + camMaxOffset < position.x) {
301            campos.x = position.x - camMaxOffset;
302            cam->setPosition(campos);
303        }
304        if (campos.x - camMaxOffset > position.x) {
305            campos.x = position.x + camMaxOffset;
306            cam->setPosition(campos);
307        }
308
309
310
311
312    }
313
314
315
316    // Reset key variables
317    moveUpPressed_ = false;
318    moveDownPressed_ = false;
319    moveLeftPressed_ = false;
320    moveRightPressed_ = false;
321
322    isColliding_ = false;
323    collDisZ_ = 0;
324
325}
326
327
328
329
330
331//The following functions read the input of the player and then set the bools for the movement
332void SOBFigure::moveFrontBack(const Vector2& value)
333{
334    if (value.x > 0)
335    {
336        moveUpPressed_ = true;
337        moveDownPressed_ = false;
338    }
339    else
340    {
341        moveUpPressed_ = false;
342        moveDownPressed_ = true;
343    }
344}
345
346void SOBFigure::moveRightLeft(const Vector2& value)
347{
348    if (value.x > 0)
349    {
350        moveLeftPressed_ = false;
351        moveRightPressed_ = true;
352    }
353    else
354    {
355        moveLeftPressed_ = true;
356        moveRightPressed_ = false;
357    }
358}
359
360void SOBFigure::boost(bool boost)
361{
362    firePressed_ = boost;
363}
364
365
366}
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