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 | * Leo Merholz |
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24 | * Pascal Schärli |
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25 | * Co-authors: |
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26 | * ... |
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27 | * |
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28 | */ |
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29 | |
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30 | /** |
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31 | @file FlappyOrx.cc |
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32 | @brief Implementation of the FlappyOrx class. |
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33 | */ |
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34 | |
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35 | #include "FlappyOrx.h" |
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36 | #include "Highscore.h" |
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37 | #include "core/CoreIncludes.h" |
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38 | |
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39 | |
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40 | #include "core/EventIncludes.h" |
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41 | #include "core/command/Executor.h" |
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42 | #include "core/config/ConfigValueIncludes.h" |
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43 | #include "core/XMLPort.h" |
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44 | #include "gamestates/GSLevel.h" |
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45 | #include "chat/ChatManager.h" |
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46 | |
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47 | // ! HACK |
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48 | #include "infos/PlayerInfo.h" |
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49 | |
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50 | #include "FlappyOrxShip.h" |
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51 | |
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52 | #include "core/command/ConsoleCommand.h" |
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53 | #include "worldentities/ExplosionPart.h" |
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54 | #include <vector> |
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55 | |
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56 | namespace orxonox |
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57 | { |
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58 | RegisterUnloadableClass(FlappyOrx); |
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59 | |
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60 | FlappyOrx::FlappyOrx(Context* context) : Deathmatch(context) |
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61 | { |
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62 | RegisterObject(FlappyOrx); |
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63 | |
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64 | point = 0; //number of cleared tubes |
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65 | bIsDead = true; |
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66 | firstGame = true; //needed for the HUD |
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67 | |
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68 | tubeDistance=200.0f; //distance between tubes |
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69 | tubeOffsetX=500.0f; //tube offset (so that we can't see them spawn) |
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70 | |
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71 | circlesUsed=0; |
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72 | setHUDTemplate("FlappyOrxHUD"); |
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73 | } |
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74 | |
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75 | void FlappyOrx::updatePlayerPos(float x){ |
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76 | |
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77 | //Spawn a new Tube when the spawn distance is reached |
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78 | if(this->tubes.size()==0||x-tubes.back()+tubeOffsetX>tubeDistance){ |
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79 | spawnTube(); |
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80 | this->tubes.push(x+tubeOffsetX); |
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81 | } |
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82 | //Delete Tubes when we pass through them |
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83 | if(this->tubes.size()!=0&&x>this->tubes.front()){ |
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84 | this->tubes.pop(); |
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85 | levelUp(); |
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86 | } |
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87 | //Delete Asteroids which are not visible anymore |
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88 | while((this->asteroids.front())->getPosition().x<x-tubeOffsetX){ |
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89 | MovableEntity* deleteMe = asteroids.front(); |
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90 | asteroids.pop(); |
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91 | deleteMe->destroy(); |
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92 | } |
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93 | } |
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94 | |
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95 | //Gets called when we pass through a Tube |
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96 | void FlappyOrx::levelUp(){ |
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97 | point++; |
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98 | tubeDistance = tubeDistanceBase-tubeDistanceIncrease*point; //smaller spawn Distance |
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99 | getPlayer()->setSpeed(speedBase+speedIncrease*point); //increase speed |
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100 | } |
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101 | |
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102 | //Returns our Ship |
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103 | FlappyOrxShip* FlappyOrx::getPlayer(){ |
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104 | if (player == nullptr){ |
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105 | for (FlappyOrxShip* ship : ObjectList<FlappyOrxShip>()) { |
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106 | player = ship; |
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107 | } |
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108 | } |
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109 | return player; |
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110 | } |
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111 | |
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112 | //Spawn new Tube |
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113 | void FlappyOrx::spawnTube(){ |
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114 | if (getPlayer() == nullptr) |
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115 | return; |
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116 | |
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117 | float space = 130.0f; //vertical space between top and bottom tube |
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118 | float height = (rnd()-0.5f)*(280.0f-space); //Randomize height |
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119 | |
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120 | Vector3 pos = player->getPosition(); |
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121 | |
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122 | //create the two Asteroid fields (Tubes) |
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123 | asteroidField(pos.x+tubeOffsetX,height-space/2,0.8f); //bottom |
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124 | asteroidField(pos.x+tubeOffsetX,height+space/2,-0.8f); //top |
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125 | } |
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126 | |
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127 | //Creates a new asteroid Field |
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128 | void FlappyOrx::asteroidField(float x, float y, float slope){ |
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129 | float r = 20.0f; //Radius of added Asteroids |
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130 | int noadd = 0; //how many times we failed to add a new asteroid |
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131 | |
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132 | clearCircles(); //Delete Circles (we use circles to make sure we don't spawn two asteroids on top of eachother) |
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133 | Circle newAsteroid = Circle(); |
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134 | newAsteroid.x=x; |
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135 | newAsteroid.y=y; |
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136 | newAsteroid.r=r; |
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137 | addIfPossible(newAsteroid); //Add Asteroid at peak |
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138 | |
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139 | //Fill up triangle with asteroids |
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140 | while(noadd<5&&circlesUsed<nCircles){ |
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141 | if(slope>0) |
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142 | newAsteroid.y=rnd(150+y)-150; //create asteroid on bottom |
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143 | else |
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144 | newAsteroid.y=rnd(150-y)+y; //create asteroid on top |
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145 | |
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146 | newAsteroid.x=x+(rnd()-0.5f)*(y-newAsteroid.y)/slope; |
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147 | newAsteroid.r=r; |
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148 | |
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149 | int i = addIfPossible(newAsteroid); //Add Asteroid if it doesn't collide |
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150 | if(i==0) |
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151 | noadd++; |
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152 | else if(i==2) |
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153 | noadd=5; |
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154 | } |
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155 | } |
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156 | |
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157 | //Create a new Asteroid |
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158 | void FlappyOrx::createAsteroid(Circle &c){ |
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159 | MovableEntity* newAsteroid = new MovableEntity(player->getContext()); |
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160 | |
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161 | //Add Model fitting the Size of the Asteroid |
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162 | if(c.r<=5) |
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163 | newAsteroid->addTemplate(Asteroid5[rand()%NUM_ASTEROIDS]); |
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164 | else if(c.r<=10) |
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165 | newAsteroid->addTemplate(Asteroid10[rand()%NUM_ASTEROIDS]); |
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166 | else if(c.r<=15) |
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167 | newAsteroid->addTemplate(Asteroid15[rand()%NUM_ASTEROIDS]); |
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168 | else |
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169 | newAsteroid->addTemplate(Asteroid20[rand()%NUM_ASTEROIDS]); |
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170 | |
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171 | //Set position |
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172 | newAsteroid->setPosition(Vector3(c.x, 0, c.y)); |
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173 | |
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174 | //Randomize orientation |
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175 | newAsteroid->setOrientation(Vector3::UNIT_Z, Degree(rnd(360))); |
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176 | newAsteroid->setOrientation(Vector3::UNIT_Y, Degree(rnd(360))); |
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177 | |
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178 | //add to Queue (so that we can delete it again) |
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179 | asteroids.push(newAsteroid); |
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180 | } |
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181 | |
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182 | //Deletes Asteroids array which stores all the circles used to make sure no asteroids collide when spawning |
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183 | void FlappyOrx::clearCircles(){ |
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184 | circlesUsed=0; |
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185 | for(int i = 0; i<this->nCircles; i++){ |
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186 | circles[i].r=0; |
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187 | } |
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188 | } |
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189 | |
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190 | //checks if two circles collide |
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191 | bool FlappyOrx::circleCollision(Circle &c1, Circle &c2){ |
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192 | if(c1.r<=0 || c2.r<=0) |
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193 | return false; |
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194 | float x = c1.x - c2.x; |
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195 | float y = c1.y - c2.y; |
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196 | float r = c1.r + c2.r; |
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197 | |
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198 | return x*x+y*y<r*r*1.5; |
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199 | } |
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200 | |
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201 | //Adds a circle if its not colliding |
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202 | int FlappyOrx::addIfPossible(Circle c){ |
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203 | int i; |
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204 | for(i=0; i<this->nCircles && this->circles[i].r!=0 && c.r>0;i++){ |
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205 | while(circleCollision(c,this->circles[i])){ |
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206 | c.r-=5; //when it collides, try to make it smaller |
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207 | } |
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208 | } |
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209 | if(c.r<=0){ |
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210 | return 0; |
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211 | } |
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212 | circlesUsed++; |
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213 | this->circles[i].x=c.x; |
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214 | this->circles[i].y=c.y; |
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215 | this->circles[i].r=c.r; |
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216 | createAsteroid(c); |
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217 | return 1; |
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218 | } |
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219 | |
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220 | bool FlappyOrx::isDead(){ |
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221 | return bIsDead; |
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222 | } |
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223 | |
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224 | void FlappyOrx::setDead(bool value){ |
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225 | bIsDead = value; |
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226 | if(not value){ |
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227 | point = -1; |
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228 | levelUp(); |
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229 | } |
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230 | } |
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231 | |
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232 | void FlappyOrx::start() |
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233 | { |
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234 | // Set variable to temporarily force the player to spawn. |
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235 | this->bForceSpawn_ = true; |
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236 | |
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237 | // Call start for the parent class. |
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238 | Deathmatch::start(); |
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239 | } |
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240 | |
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241 | //RIP |
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242 | void FlappyOrx::death(){ |
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243 | bIsDead = true; |
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244 | firstGame = false; |
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245 | |
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246 | //Set randomized deathmessages |
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247 | if(point<7) sDeathMessage = DeathMessage7[rand()%(DeathMessage7.size())]; |
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248 | else if(point<20) sDeathMessage = DeathMessage20[rand()%(DeathMessage20.size())]; |
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249 | else if(point<30) sDeathMessage = DeathMessage30[rand()%(DeathMessage30.size())]; |
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250 | else sDeathMessage = DeathMessageover30[rand()%(DeathMessageover30.size())]; |
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251 | |
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252 | //Update Highscore |
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253 | if (Highscore::exists()) |
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254 | { |
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255 | int score = this->getPoints(); |
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256 | Highscore::getInstance().storeScore("Flappy Orx", score, this->getPlayer()->getPlayer()); |
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257 | } |
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258 | |
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259 | //Delete all Tubes and asteroids |
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260 | while (!tubes.empty()){ |
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261 | tubes.pop(); |
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262 | } |
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263 | while (!asteroids.empty()){ |
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264 | MovableEntity* deleteMe = asteroids.front(); |
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265 | asteroids.pop(); |
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266 | deleteMe->destroy(); |
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267 | } |
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268 | } |
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269 | |
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270 | void FlappyOrx::end() |
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271 | { |
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272 | GSLevel::startMainMenu(); |
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273 | } |
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274 | } |
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