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source: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBlox.cc @ 12347

Last change on this file since 12347 was 12346, checked in by pomselj, 6 years ago

Worked on Collision, doesn't work yet, compiles tho

File size: 7.5 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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file OrxoBlox.cc
31    @brief Implementation of the OrxoBlox class.
32*/
33
34#include "OrxoBlox.h"
35#include "Highscore.h"
36
37#include "core/CoreIncludes.h"
38#include "core/EventIncludes.h"
39#include "core/command/Executor.h"
40
41
42#include "core/config/ConfigValueIncludes.h"//Remove??
43
44#include "gamestates/GSLevel.h"
45
46
47#include "chat/ChatManager.h"//Remove?
48
49#include "OrxoBloxCenterpoint.h"
50#include "OrxoBloxBall.h"
51//#include "OrxoBloxBot.h"//Remove??
52#include "OrxoBloxStones.h"
53#include "OrxoBloxWall.h"
54#include "OrxoBloxShip.h"
55
56namespace orxonox
57{
58   
59
60    RegisterUnloadableClass(OrxoBlox);
61
62    /**
63    @brief
64        Constructor. Registers and initializes the object.
65    */
66    OrxoBlox::OrxoBlox(Context* context) : ::orxonox::Deathmatch::Deathmatch(context)
67    {
68        RegisterObject(OrxoBlox);
69
70        this->center_ = nullptr;
71        this->ball_ = nullptr;
72        this->futureWall_ = nullptr;
73        this->player_ = nullptr;
74        level_ = 0;
75
76        this->setHUDTemplate("OrxoBloxHUD");
77        //Error when specified
78
79        // Pre-set the timer, but don't start it yet.
80        this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&OrxoBlox::startBall, this)));
81        this->starttimer_.stopTimer();
82
83       
84
85    }
86
87    /**
88    @brief
89        Destructor. Cleans up, if initialized.
90    */
91    OrxoBlox::~OrxoBlox()
92    {
93        if (this->isInitialized())
94            this->cleanup();
95    }
96
97    /**
98    @brief
99        Cleans up the Gametype by destroying the ball and the bats.
100    */
101    void OrxoBlox::cleanup()
102    {
103        if (this->ball_ != nullptr) // Destroy the ball, if present.
104        {
105            this->ball_->destroy();
106            this->ball_ = nullptr;
107        }
108
109        if (this->futureWall_)
110            {
111                this->futureWall_->destroy();
112                this->futureWall_ = nullptr;
113            }
114
115        for (OrxoBloxStones* stone : this->stones_)
116            stone->destroy();
117        this->stones_.clear();
118       
119
120    }
121
122    /**
123    @brieftt   
124        Starts the OrxoBlox minigame.
125    */
126    void OrxoBlox::start()
127    {
128        if (this->center_ != nullptr) // There needs to be a OrxoBloxCenterpoint, i.e. the area the game takes place.
129        {
130            if (this->ball_ == nullptr) // If there is no ball, create a new ball.
131            {
132                this->ball_ = new OrxoBloxBall(this->center_->getContext());
133                // Apply the template for the ball specified by the centerpoint.
134                this->ball_->addTemplate(this->center_->getBalltemplate());
135            }
136
137            // Attach the ball to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to.
138            this->center_->attach(this->ball_);
139            //Startposition Ball
140            this->ball_->setPosition(0, 0, 40);
141            this->ball_->setFieldDimension(this->center_->getFieldDimension());
142            this->ball_->setSpeed(0);
143            this->ball_->setAccelerationFactor(this->center_->getBallAccelerationFactor());
144            this->ball_->setBatLength(this->center_->getBatLength());
145
146            level_=1;
147
148            // Create the first Wall.
149            this->createWall();
150
151            //Create Ship
152            //this->ship_ = new OrxoBloxShip(this->center_->getContext());
153            //this->ship_->setPosition(0, 0, 0);
154
155        }
156        else // If no centerpoint was specified, an error is thrown and the level is exited.
157        {
158            orxout(internal_error) << "OrxoBlox: No Centerpoint specified." << endl;
159            GSLevel::startMainMenu();
160            return;
161        }
162
163        // Start the timer. After it has expired the ball is started.
164        this->starttimer_.startTimer();
165
166        // Set variable to temporarily force the player to spawn.
167        this->bForceSpawn_ = true;
168
169        // Call start for the parent class.
170        Deathmatch::start();
171
172    }
173
174    /**
175    @brief
176        Ends the OrxoBlox minigame.
177    */
178    void OrxoBlox::end()
179    {
180        ChatManager::message("You suck!!");
181        this->cleanup();
182
183        // Call end for the parent class.
184        Deathmatch::end();
185    }
186
187    OrxoBloxShip* OrxoBlox::getPlayer()
188    {
189        if (playership == nullptr)
190        {
191            for (OrxoBloxShip* ship_ : ObjectList<OrxoBloxShip>())
192            {
193                playership = ship_;
194            }
195        }
196        return playership;
197    }
198   
199    void OrxoBlox::spawnPlayer(PlayerInfo* player)
200    {
201        assert(player);
202
203        if(this->player_ == nullptr)
204        {
205            this->player_ = player;
206            this->players_[player].state_ = PlayerState::Alive;
207        }
208
209    }
210
211    void OrxoBlox::LevelUp(){
212        level_++;
213        this->createWall();
214        this->activeWalls_.push_back(this->futureWall_);
215        for (int i = 0; i < this->futureWall_->getNumberOfStones(); i++)
216            this->stones_.push_back(this->futureWall_->getStone(i));
217        //new location of ship
218        //new amount of balls
219        //create balls
220        //insert new wall
221    }
222
223    void OrxoBlox::createWall(void){
224        this->futureWall_ = new OrxoBloxWall(this->center_->getContext());
225        // Apply the stone template to the stone.
226        this->futureWall_->addTemplate(this->center_->getWallTemplate());
227
228        // Attach the brick to the Centerpoint and set the position of the brick to be at the left side.
229        this->center_->attach(this->futureWall_);
230       
231        this->futureWall_->setPosition(0, 0, 0);
232        this->futureWall_->setGame(this);
233    }
234
235
236    /**
237    @brief
238        Starts the ball with some default speed.
239    */
240    void OrxoBlox::startBall()
241    {
242        if (this->ball_ != nullptr && this->center_ != nullptr)
243            this->ball_->setSpeed(this->center_->getBallSpeed());
244    }
245
246    OrxoBloxStones* OrxoBlox::CheckForCollision(OrxoBloxBall* Ball) {
247
248        orxout() << "Checking for Collision" << endl;
249        Vector3 BallPosition = Ball->getPosition();
250        for(OrxoBloxStones* someStone : this->stones_)
251        {
252            orxout() << "Checking a stone" << endl;
253            const Vector3& StonePosition = someStone->getPosition(); //!< Saves the position of the currentStone
254            int size = someStone->getSize();
255            if((BallPosition.x >= StonePosition.x - size && BallPosition.x <= StonePosition.x + size) || 
256                (BallPosition.z >= StonePosition.z - size && BallPosition.z <= StonePosition.z + size)) {
257                orxout() << "FOUND ONE" << endl;
258                return someStone;
259            }
260        }
261        orxout() << "Found nothing...." << endl;
262        return nullptr;
263    }
264   
265}
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