[11593] | 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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[11660] | 23 | * Viviane Yang |
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[11593] | 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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[11660] | 29 | /* TODO: |
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[11617] | 30 | |
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[11593] | 31 | @file Asteroids2DShip.cc |
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| 32 | @brief Implementation of the Asteroids2DShip class. |
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| 33 | */ |
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| 34 | |
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| 35 | #include "Asteroids2DShip.h" |
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[11637] | 36 | #include "Asteroids2DStone.h" |
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[11727] | 37 | #include "Asteroids2D.h" |
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[11593] | 38 | #include "core/CoreIncludes.h" |
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| 39 | |
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| 40 | namespace orxonox |
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| 41 | { |
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| 42 | RegisterClass(Asteroids2DShip); |
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| 43 | |
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| 44 | Asteroids2DShip::Asteroids2DShip(Context* context) : SpaceShip(context) |
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| 45 | { |
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| 46 | RegisterObject(Asteroids2DShip); |
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| 47 | |
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[11727] | 48 | this->bImmune = false; |
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[11613] | 49 | this->width = 1043; |
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| 50 | this->height = 646; |
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[11593] | 51 | |
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[11660] | 52 | //timer.setTimer(3.5f, true, createExecutor(createFunctor(&Asteroids2DShip::showorientation, this))); |
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[11593] | 53 | } |
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| 54 | |
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[11613] | 55 | //Use this function to display your position on the field -> to determine field width and height |
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| 56 | void Asteroids2DShip::showposition() |
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| 57 | { |
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| 58 | Vector3 pos = this->getPosition(); |
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| 59 | orxout() << "x = "<< pos.x << " y = " << pos.y << " z = "<< pos.z << endl; |
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| 60 | } |
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| 61 | |
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[11660] | 62 | //Same thing for orientation |
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| 63 | void Asteroids2DShip::showorientation() |
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| 64 | { |
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| 65 | Quaternion ort = this->getOrientation(); |
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| 66 | orxout() << "w = " << ort.w << " x = " << ort.x << " y = " << ort.y << "z = " << ort.z << endl; |
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| 67 | } |
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| 68 | |
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[11593] | 69 | void Asteroids2DShip::tick(float dt) |
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| 70 | { |
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[12391] | 71 | //SUPER(Asteroids2DShip, tick, dt); |
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[11613] | 72 | Vector3 pos = this->getPosition(); |
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| 73 | |
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[11660] | 74 | //ensure that the ship stays in playing field |
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[11613] | 75 | if(pos.x > width/2) pos.x = -width/2; |
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| 76 | if(pos.x < -width/2) pos.x = width/2; |
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| 77 | if(pos.z > height/2) pos.z = -height/2; |
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| 78 | if(pos.z < -height/2) pos.z = height/2; |
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| 79 | |
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| 80 | //2D movement, position should always = 0 on y-axis |
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| 81 | if(pos.y!=0) pos.y = 0; |
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| 82 | this->setPosition(pos); |
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| 83 | |
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| 84 | |
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[11666] | 85 | //if you hit an asteroid, the ship will turn -> you need to reorientate the ship |
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| 86 | Quaternion ort = this->getOrientation(); |
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| 87 | ort.x = 0; |
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| 88 | ort.z = 0; |
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| 89 | this->setOrientation(ort); |
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[11593] | 90 | } |
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| 91 | |
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[11660] | 92 | void Asteroids2DShip::boost(bool bBoost) |
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| 93 | { |
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| 94 | } |
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| 95 | |
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[11608] | 96 | void Asteroids2DShip::updateLevel() |
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[11593] | 97 | { |
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[11608] | 98 | if (getGame()) |
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| 99 | getGame()->levelUp(); |
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| 100 | } |
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| 101 | |
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[11593] | 102 | inline bool Asteroids2DShip::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) |
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| 103 | { |
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[11643] | 104 | |
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| 105 | Asteroids2DStone* stone = orxonox_cast<Asteroids2DStone*>(otherObject); |
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[11645] | 106 | if(stone != nullptr && !bImmune) |
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[11643] | 107 | { |
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| 108 | removeHealth(100); |
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[11645] | 109 | this->getGame()->addPoints(10); |
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| 110 | |
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| 111 | //The ship will be immune for 3 seconds after it has been hit by an asteroid |
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| 112 | bImmune = true; |
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| 113 | isimmune.setTimer(3.0f, false, createExecutor(createFunctor(&Asteroids2DShip::toggleImmune, this))); |
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[11643] | 114 | } |
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[11593] | 115 | return false; |
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| 116 | } |
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| 117 | |
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| 118 | Asteroids2D* Asteroids2DShip::getGame() |
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| 119 | { |
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| 120 | if (game == nullptr) |
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| 121 | { |
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| 122 | for (Asteroids2D* race : ObjectList<Asteroids2D>()) |
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| 123 | { |
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| 124 | game = race; |
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| 125 | } |
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| 126 | } |
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| 127 | return game; |
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| 128 | } |
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| 129 | |
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| 130 | void Asteroids2DShip::death() |
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| 131 | { |
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[11608] | 132 | getGame()->costLife(); |
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[11593] | 133 | SpaceShip::death(); |
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| 134 | } |
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| 135 | } |
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