Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/Presentation_HS17_merge/src/modules/asteroids2D/Asteroids2D.cc @ 11800

Last change on this file since 11800 was 11781, checked in by landauf, 7 years ago

eol-style native (no changes in code)

  • Property svn:eol-style set to native
File size: 7.0 KB
RevLine 
[11593]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:
[11660]23 *      Viviane Yang
[11593]24 *   Co-authors:
25 *      ...
26 *
27 */
28
[11617]29
[11660]30
[11593]31/**
32    @file Asteroids2D.cc
33    @brief Implementation of the Asteroids2D class.
[11660]34
35    TODO:
36        - Implement a counting system for the score
[11669]37        - HUD can be improved (display health, points, level etc.
[11668]38        - Problem: The asteroids spawn randomly on the playing field.
39            During spawn or level up, there is the possibility that they pawn at the position of the ship.
40            ->spawn somewhere with a safty distance/radius
[11669]41        - look over collisionshapes of the stones ->  sometimes collison with stone is not triggered for bigger stones
42        - modify parameters in data/levels/templates/spaceshipAsteroids2D.oxt for a better playing experience -> mass, damping, rotation etc.
[11668]43
[11669]44    IDEAS:
45        - make Asteroids more beautiful! (setting, ship, explosion particles, stones)
46        - particle effect after you got hit -> during bImmune is true
47        - implement shield -> object that can be triggered
48        - Projectiles should also move over the boarders and appear on the other side
49            -> they can also hurt the player
50
[11593]51*/
52
53#include "Asteroids2D.h"
54#include "Asteroids2DShip.h" // Necessary for getPlayer function. Do NOT include this in Header!
[11616]55#include "Asteroids2DStone.h"
[11727]56#include "Asteroids2DCenterPoint.h"
57#include "Asteroids2DHUDinfo.h"
[11593]58#include "core/CoreIncludes.h"
[11608]59#include "Highscore.h"
[11727]60#include "gamestates/GSLevel.h"
[11729]61#include "infos/PlayerInfo.h"
[11593]62
63namespace orxonox
64{
65    RegisterUnloadableClass(Asteroids2D);
66
67    Asteroids2D::Asteroids2D(Context* context) : Deathmatch(context)
68    {
69        RegisterObject(Asteroids2D);
70
[11608]71        bEndGame = false;
[11668]72        lives = 3; 
[11608]73        level = 1;
74        point = 0;
75        bShowLevel = false;
76        multiplier = 1;
77        b_combo = false;
[11616]78        firstTick_ = true;
[11608]79        this->numberOfBots_ = 0; //sets number of default bots temporarly to 0
80        this->center_ = nullptr;
81        this->setHUDTemplate("Asteroids2DHUD");
[11660]82        levelupTimer.setTimer(30.0f, true, createExecutor(createFunctor(&Asteroids2D::levelUp, this))); //level up every 30s
[11593]83    }
84
[11727]85    void Asteroids2D::setCenterpoint(Asteroids2DCenterPoint* center)
86    {
87        this->center_ = center;
88    }
[11613]89
[11608]90    void Asteroids2D::levelUp()
91    {
92        level++;
93        if (getPlayer() != nullptr)
94        {
[11637]95
[11668]96            //Do something that indicates a level up
[11608]97            for (int i = 0; i < 7; i++)
98            {
99                WeakPtr<ExplosionPart> chunk5 = new ExplosionPart(this->center_->getContext());
100                chunk5->setPosition(Vector3(600, 0, 100.f * i - 300));
101                chunk5->setVelocity(Vector3(1000, 0, 0));  //player->getVelocity()
102                chunk5->setScale(10);
103                chunk5->setEffect1("Orxonox/explosion2b");
104                chunk5->setEffect2("Orxonox/smoke6");
105                chunk5->Explode();
106
107            }
108        }
[11637]109        addPoints(multiplier * 20);
[11608]110        multiplier *= 2;
111        toggleShowLevel();
112        showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Asteroids2D::toggleShowLevel, this)));
[11637]113
114
[11668]115        //After level up -> spawn stones. Modify for different difficulty level
[11617]116        for(int i = 0; i < level*2; i++){
117            spawnStone();
118        }
119
[11608]120    }
121
[11593]122    void Asteroids2D::tick(float dt)
123    {
[11660]124        //Do this only for the first tick, generate 5 stones in the beginning
[11616]125        if(this->firstTick_)
126        {
127            for(int i = 0; i < 5; ++i)
128            {
129                spawnStone();
130            }
[11668]131            //after first tick, firstTick_ will remain false
[11616]132            this->firstTick_ = false;
133        }
[11608]134       
[11593]135        SUPER(Asteroids2D, tick, dt);
136    }
137
[11616]138    void Asteroids2D::spawnStone()
139    {
[11660]140
[11668]141        //stones are created with a size -> second constructor in Asteroids2DStone class
[11616]142        Asteroids2DStone* newStone = new Asteroids2DStone(this->center_->getContext());
143
[11668]144        //look at templates in data/levels/templates/asteroidsAsteroids2D.oxt
[11617]145        switch(newStone->getSize()){
146            case 1:
147                newStone->addTemplate("stone1");
148                break;
149            case 2: 
150                newStone->addTemplate("stone2");
151                break;
152            case 3:
153                newStone->addTemplate("stone3");
154                break;
155            default:
156                orxout(internal_error) << "Asteroids2DStone has invalid size and cannot be created" << endl;
157                break;
158
159        }
[11616]160    }
161
[11593]162    Asteroids2DShip* Asteroids2D::getPlayer()
163    {
[11729]164        for (Asteroids2DShip* ship : ObjectList<Asteroids2DShip>())
[11593]165        {
[11729]166            return ship;
[11593]167        }
[11729]168        return nullptr;
[11593]169    }
170
[11608]171    void Asteroids2D::costLife()
172    {
[11617]173        --lives;
[11619]174        if(lives <= 0){
[11617]175            endGameTimer.setTimer(8.0f, false, createExecutor(createFunctor(&Asteroids2D::end, this)));           
176        }
[11608]177    };
[11617]178   
[11660]179    //The first function that will be called
[11593]180    void Asteroids2D::start()
181    {
[11668]182        //orxout() << "start" << endl;
[11608]183
[11593]184        // Set variable to temporarily force the player to spawn.
185        this->bForceSpawn_ = false;
186
187        if (this->center_ == nullptr)  // abandon mission!
188        {
189            orxout(internal_error) << "Asteroids2D: No Centerpoint specified." << endl;
190            GSLevel::startMainMenu();
191            return;
192        }
193        // Call start for the parent class.
194        Deathmatch::start();
195    }
196
[11608]197    void Asteroids2D::playerPreSpawn(PlayerInfo* player)
198    {
[11729]199        this->playerInfo_ = player;
[11608]200        if(lives <= 0)
201        {
202            this->end();
203        }
204    }
205
[11668]206    //This function will be called from the ship or the stone class (if the stone was hit)
[11608]207    void Asteroids2D::addPoints(int numPoints)
208    {
209        if (!bEndGame)
210        {
211            point += numPoints * multiplier;
212            b_combo = true;
213        }
214    }
215
[11593]216    void Asteroids2D::end()
217    {
218        // DON'T CALL THIS!
219        //      Deathmatch::end();
220        // It will misteriously crash the game!
221        // Instead startMainMenu, this won't crash.
[11726]222        if (Highscore::exists())
223        {
224            int score = this->getPoints();
[11729]225            Highscore::getInstance().storeScore("Asteroids2D", score, this->playerInfo_);
[11726]226        }
[11593]227        GSLevel::startMainMenu();
228    }
229}
Note: See TracBrowser for help on using the repository browser.