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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23 | * Viviane Yang |
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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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29 | /* TODO: |
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30 | |
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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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36 | #include "Asteroids2DStone.h" |
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37 | #include "core/CoreIncludes.h" |
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38 | |
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39 | namespace orxonox |
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40 | { |
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41 | RegisterClass(Asteroids2DShip); |
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42 | |
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43 | Asteroids2DShip::Asteroids2DShip(Context* context) : SpaceShip(context) |
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44 | { |
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45 | RegisterObject(Asteroids2DShip); |
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46 | |
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47 | isFireing = false; |
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48 | this->width = 1043; |
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49 | this->height = 646; |
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50 | |
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51 | //timer.setTimer(3.5f, true, createExecutor(createFunctor(&Asteroids2DShip::showorientation, this))); |
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52 | } |
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53 | |
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54 | //Use this function to display your position on the field -> to determine field width and height |
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55 | void Asteroids2DShip::showposition() |
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56 | { |
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57 | Vector3 pos = this->getPosition(); |
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58 | orxout() << "x = "<< pos.x << " y = " << pos.y << " z = "<< pos.z << endl; |
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59 | } |
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60 | |
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61 | //Same thing for orientation |
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62 | void Asteroids2DShip::showorientation() |
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63 | { |
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64 | Quaternion ort = this->getOrientation(); |
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65 | orxout() << "w = " << ort.w << " x = " << ort.x << " y = " << ort.y << "z = " << ort.z << endl; |
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66 | } |
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67 | |
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68 | void Asteroids2DShip::tick(float dt) |
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69 | { |
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70 | SUPER(Asteroids2DShip, tick, dt); |
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71 | Vector3 pos = this->getPosition(); |
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72 | |
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73 | //ensure that the ship stays in playing field |
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74 | if(pos.x > width/2) pos.x = -width/2; |
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75 | if(pos.x < -width/2) pos.x = width/2; |
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76 | if(pos.z > height/2) pos.z = -height/2; |
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77 | if(pos.z < -height/2) pos.z = height/2; |
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78 | |
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79 | //2D movement, position should always = 0 on y-axis |
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80 | if(pos.y!=0) pos.y = 0; |
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81 | this->setPosition(pos); |
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82 | |
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83 | |
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84 | //if you hit an asteroid, the ship will turn -> you need to reorientate the ship |
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85 | Quaternion ort = this->getOrientation(); |
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86 | ort.x = 0; |
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87 | ort.z = 0; |
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88 | this->setOrientation(ort); |
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89 | } |
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90 | |
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91 | void Asteroids2DShip::boost(bool bBoost) |
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92 | { |
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93 | isFireing = bBoost; |
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94 | } |
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95 | |
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96 | void Asteroids2DShip::updateLevel() |
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97 | { |
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98 | if (getGame()) |
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99 | getGame()->levelUp(); |
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100 | } |
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101 | |
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102 | inline bool Asteroids2DShip::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) |
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103 | { |
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104 | |
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105 | Asteroids2DStone* stone = orxonox_cast<Asteroids2DStone*>(otherObject); |
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106 | if(stone != nullptr && !bImmune) |
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107 | { |
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108 | removeHealth(100); |
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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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114 | } |
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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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132 | getGame()->costLife(); |
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133 | SpaceShip::death(); |
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134 | } |
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135 | } |
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