[11379] | 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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[11416] | 23 | * Julien Kindle |
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[11379] | 24 | * Co-authors: |
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[11599] | 25 | * Noah Zarro |
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| 26 | * Theo von Arx |
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[11416] | 27 | * |
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[11379] | 28 | * |
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| 29 | */ |
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| 30 | |
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| 31 | /** |
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| 32 | @file SOBFigure.cc |
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| 33 | @brief This class represents your figure when you play the minigame. Here the movement of the figure, activating items, ... are handled. |
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| 34 | */ |
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| 35 | |
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| 36 | #include "SOBFigure.h" |
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| 37 | |
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| 38 | #include "core/CoreIncludes.h" |
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| 39 | #include "core/XMLPort.h" |
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| 40 | #include "graphics/Model.h" |
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[11383] | 41 | #include "graphics/Camera.h" |
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[11400] | 42 | #include "graphics/ParticleSpawner.h" |
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[11577] | 43 | #include <OgreMath.h> |
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[11379] | 44 | |
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[11402] | 45 | #include "SOBMushroom.h" |
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[11412] | 46 | #include "SOBGumba.h" |
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[11628] | 47 | #include "SOBGumbaBoss.h" |
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[11575] | 48 | #include "SOBFireball.h" |
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[11405] | 49 | #include "SOB.h" |
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[11412] | 50 | #include "SOBFlagstone.h" |
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[11416] | 51 | #include "SOBCastlestone.h" |
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[11573] | 52 | #include "SOBFireball.h" |
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[11601] | 53 | #include "Highscore.h" |
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[11418] | 54 | #include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h> |
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[11400] | 55 | |
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[11379] | 56 | namespace orxonox |
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| 57 | { |
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| 58 | RegisterClass(SOBFigure); |
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| 59 | |
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| 60 | SOBFigure::SOBFigure(Context* context) : ControllableEntity(context) |
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| 61 | { |
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| 62 | RegisterObject(SOBFigure); |
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| 63 | |
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| 64 | // initialize variables |
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[11416] | 65 | gravityAcceleration_ = 350.0; |
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[11383] | 66 | |
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[11416] | 67 | //Vars for movement of player |
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[11578] | 68 | moveUpPressed_ = false; |
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| 69 | moveDownPressed_ = false; |
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| 70 | moveLeftPressed_ = false; |
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| 71 | moveDownPressed_ = false; |
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| 72 | firePressed_ = false; |
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| 73 | collDisZ_ = 0; |
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[11517] | 74 | |
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[11416] | 75 | //Times and turning |
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[11578] | 76 | timeSinceLastFire_ = 0.0; |
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| 77 | lastSpeed_z = 0.0; |
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| 78 | pitch_ = 0.0; |
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| 79 | timeCounter_ = 0; |
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[11416] | 80 | |
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| 81 | //Properties of player |
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[11383] | 82 | |
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[11578] | 83 | isColliding_ = true; |
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| 84 | particlespawner_ = NULL; |
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| 85 | |
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[11416] | 86 | //Properties of players life |
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[11578] | 87 | predead_ = false; |
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| 88 | dead_ = false; |
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| 89 | lvlEnded_ = false; |
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[11416] | 90 | reachedLvlEndState_ = 0; |
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| 91 | |
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[11578] | 92 | // Properties concerning PowerUps and items |
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| 93 | PowerUpCounter_ = 0; |
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| 94 | maxPowerUp_ = 2; |
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| 95 | FireballPower = 2; |
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[11573] | 96 | //Properties of fireing Fireballs, NOTE! fireballs are fired with the moveUP Key, not with the fire key |
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[11578] | 97 | fireallowed_ = true; |
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| 98 | firecooldown_ = 0; |
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[11573] | 99 | |
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[11405] | 100 | |
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[11416] | 101 | setAngularFactor(0.0); //Means player doesn't turn on collision, so he doesn't fall over while walking over the ground |
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| 102 | this->enableCollisionCallback(); // Turns on that on every collision function collidesAgainst is executed |
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[11379] | 103 | } |
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| 104 | |
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[11400] | 105 | |
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| 106 | |
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| 107 | bool SOBFigure::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { |
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| 108 | |
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[11418] | 109 | //Inform tick fct that player is colliding and tell him how far away the collision point is from player middle point in z dir |
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[11400] | 110 | isColliding_ = true; |
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[11418] | 111 | collDisZ_ = getPosition().z - contactPoint.getPositionWorldOnB().getZ(); |
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[11416] | 112 | |
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[11418] | 113 | |
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[11416] | 114 | //Orxocast returns object with casted type if otherObject has that class, and if not a nullptr |
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[11575] | 115 | SOBMushroom* mush = orxonox_cast<SOBMushroom*> (otherObject); |
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| 116 | SOBGumba* gumba = orxonox_cast<SOBGumba*> (otherObject); |
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[11628] | 117 | SOBGumbaBoss* gumbaBoss = orxonox_cast<SOBGumbaBoss*> (otherObject); |
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[11575] | 118 | SOBFlagstone* flagstone = orxonox_cast<SOBFlagstone*> (otherObject); |
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| 119 | SOBCastlestone* castlestone = orxonox_cast<SOBCastlestone*> (otherObject); |
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[11628] | 120 | SOBFireball* fireball = orxonox_cast<SOBFireball*> (otherObject); |
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[11578] | 121 | SOB* SOBGame = orxonox_cast<SOB*> (getGametype()); |
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[11412] | 122 | |
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[11578] | 123 | |
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| 124 | //Check if otherObject is a powerup-mushroom |
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[11405] | 125 | if (mush != nullptr && !(mush->hasCollided_)) { |
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| 126 | otherObject->destroyLater(); |
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[11578] | 127 | |
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| 128 | PowerUpCounter_++; |
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| 129 | if(PowerUpCounter_ > maxPowerUp_) PowerUpCounter_ = maxPowerUp_; // you had already the max |
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| 130 | else this->changeClothes(); |
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| 131 | |
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[11416] | 132 | SOBGame->addMushroom(); // Tell the gametype to increase points |
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| 133 | mush->hasCollided_ = true; // needed because of destroyLater takes some time and player should receive points only once |
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[11538] | 134 | |
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[11578] | 135 | |
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[11491] | 136 | } |
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[11628] | 137 | |
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[11538] | 138 | |
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[11575] | 139 | |
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[11416] | 140 | //Check if otherObject is a Gumba (that walking enemies) |
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[11412] | 141 | |
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[11628] | 142 | else if (gumba != nullptr && gumbaBoss == nullptr && !(gumba->hasCollided_)) { |
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[11491] | 143 | |
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[11556] | 144 | //If player jumps on its head, kill the Gumba, else, kill the player |
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[11412] | 145 | if (getVelocity().z >= -20) { |
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[11491] | 146 | // If player hasn't a power up, he dies. Else he shrinks and the gumba dies. |
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[11578] | 147 | if(PowerUpCounter_ == 0){ |
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[11575] | 148 | this->die(); |
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[11578] | 149 | } |
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| 150 | else{ |
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| 151 | PowerUpCounter_--; |
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| 152 | this->changeClothes(); |
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| 153 | |
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[11491] | 154 | gumba->destroyLater(); |
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| 155 | gumba->hasCollided_ = true; |
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| 156 | } |
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| 157 | |
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[11412] | 158 | } else { |
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| 159 | gumba->destroyLater(); |
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| 160 | gumba->hasCollided_ = true; |
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| 161 | SOBGame->addGumba(); |
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| 162 | |
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| 163 | |
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[11628] | 164 | } |
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[11402] | 165 | } |
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[11628] | 166 | else if (gumbaBoss != nullptr && !(gumbaBoss->hasCollided_)) { |
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| 167 | if (getVelocity().z >= -20) { |
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| 168 | // If player hasn't a power up, he dies. Else he dies directly. |
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| 169 | this->die(); |
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| 170 | } |
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[11400] | 171 | |
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[11628] | 172 | else { |
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| 173 | gumbaBoss->destroyLater(); |
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| 174 | gumbaBoss->hasCollided_ = true; |
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| 175 | SOBGame->addGumbaBoss(); |
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| 176 | } |
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| 177 | } |
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[11575] | 178 | else if (fireball != nullptr && !(fireball->hasCollided_)){ |
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[11599] | 179 | if(PowerUpCounter_ == 0){ |
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| 180 | this->die(); |
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| 181 | } |
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[11597] | 182 | PowerUpCounter_--; |
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| 183 | this->changeClothes(); |
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[11628] | 184 | fireball->destroyLater(); |
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[11575] | 185 | } |
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| 186 | |
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[11416] | 187 | //Purpose is that if player hits the flag, he should walk into the castle at the end of the level. For that we use SOBCastlestone |
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| 188 | if (reachedLvlEndState_ == 0 && flagstone != nullptr && !(flagstone->hasCollided_)) { |
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| 189 | flagstone->hasCollided_ = true; |
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| 190 | reachedLvlEndState_ = 1; |
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[11578] | 191 | |
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[11418] | 192 | SOBGame->setDone(true); |
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[11416] | 193 | SOBGame->addPoints(flagstone->getPoints()); |
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[11418] | 194 | |
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[11400] | 195 | |
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[11416] | 196 | } |
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| 197 | if (castlestone != nullptr && !(castlestone->hasCollided_)) { |
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| 198 | castlestone->hasCollided_ = true; |
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| 199 | reachedLvlEndState_++; |
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[11400] | 200 | |
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[11416] | 201 | } |
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| 202 | |
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[11412] | 203 | return true; |
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| 204 | } |
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[11383] | 205 | |
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[11379] | 206 | |
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[11416] | 207 | //Self implemented sign function that returns either 1 or -1 (and never 0) |
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[11412] | 208 | int SOBFigure::sgn(float x) { |
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| 209 | if (x < 0.0) return -1; |
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| 210 | return 1; |
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| 211 | } |
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| 212 | |
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[11573] | 213 | //Function to spawn the Fireball |
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| 214 | void SOBFigure::spawnFireball() { |
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| 215 | SOBCenterpoint* center_ = ((SOB*)getGametype())->center_; |
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| 216 | |
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| 217 | SOBFireball* ball = new SOBFireball(center_->getContext()); |
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| 218 | Vector3 spawnpos = this->getWorldPosition(); |
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| 219 | spawnpos.z += 0; |
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| 220 | |
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| 221 | if (ball != nullptr && center_ != nullptr) |
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| 222 | { |
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| 223 | ball->addTemplate("fireball"); |
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[11577] | 224 | bool direction = ((this->getWorldOrientation().getRoll().valueRadians())>-1.6&&(this->getWorldOrientation().getRoll().valueRadians()<1.6)); |
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| 225 | ball->setDirection(direction); |
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[11592] | 226 | if(direction) |
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| 227 | { |
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| 228 | spawnpos.x+=10; |
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| 229 | } |
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| 230 | else |
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| 231 | { |
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| 232 | spawnpos.x-=10; |
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| 233 | } |
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| 234 | ball->setPosition(spawnpos); |
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[11577] | 235 | |
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[11573] | 236 | } |
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| 237 | } |
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| 238 | |
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[11416] | 239 | //For those of you who don't have an idea: the tick function is called about 50 times/sec |
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[11412] | 240 | void SOBFigure::tick(float dt) |
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| 241 | { |
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| 242 | SUPER(SOBFigure, tick, dt); |
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| 243 | |
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[11416] | 244 | |
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| 245 | bool inputAllowed = true; |
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[11601] | 246 | //SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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[11416] | 247 | |
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| 248 | //the particle spawner that generates the fire from the backpack when pressed |
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[11412] | 249 | if (particlespawner_ == NULL) { |
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| 250 | for (WorldEntity* object : this->getAttachedObjects()) |
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| 251 | { |
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[11416] | 252 | if (object->isA(Class(ParticleSpawner))) |
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[11412] | 253 | particlespawner_ = object; |
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[11416] | 254 | } |
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[11599] | 255 | |
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[11405] | 256 | } |
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[11599] | 257 | |
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[11400] | 258 | |
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| 259 | |
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[11416] | 260 | //Behavior on level end - this is like described above for the movement from the player when hit the flag. He moves then into the castle |
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| 261 | if (reachedLvlEndState_ != 0) { |
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| 262 | timeCounter_+= dt; |
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| 263 | inputAllowed = false; |
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| 264 | } |
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| 265 | if (reachedLvlEndState_ == 1 && timeCounter_ >= 1.5) { |
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| 266 | timeCounter_ = 0; |
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| 267 | reachedLvlEndState_ = 2; |
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| 268 | } |
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[11400] | 269 | |
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[11402] | 270 | |
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[11416] | 271 | //if input blocked, then cancel every movement operation |
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| 272 | if (!inputAllowed) { |
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[11578] | 273 | moveUpPressed_ = false; |
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| 274 | moveDownPressed_ = false; |
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| 275 | moveLeftPressed_ = false; |
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| 276 | moveRightPressed_ = false; |
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[11416] | 277 | } |
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[11400] | 278 | |
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[11416] | 279 | //set the gravityto standard 350 |
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| 280 | if (firePressed_ == false) { |
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| 281 | gravityAcceleration_ = 350.0; |
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[11400] | 282 | |
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[11416] | 283 | } |
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[11379] | 284 | |
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[11416] | 285 | if (hasLocalController()) |
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| 286 | { |
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[11578] | 287 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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[11416] | 288 | Vector3 velocity = getVelocity(); |
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| 289 | Vector3 position = getPosition(); |
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[11402] | 290 | |
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[11416] | 291 | if (!predead_) |
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| 292 | velocity.y = 0; |
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[11418] | 293 | //If player falls in a hole |
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[11416] | 294 | if (position.z < -100) { |
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| 295 | dead_ = true; |
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[11418] | 296 | SOBGame->setDone(true); |
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[11416] | 297 | } |
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[11402] | 298 | |
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[11381] | 299 | |
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[11416] | 300 | if (dead_) { |
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| 301 | velocity.x = 0; |
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| 302 | velocity.z = 0; |
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| 303 | setVelocity(velocity); |
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[11578] | 304 | |
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[11416] | 305 | if (firePressed_) |
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| 306 | SOBGame->restart(); |
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| 307 | return; |
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| 308 | } |
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[11379] | 309 | |
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| 310 | |
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[11416] | 311 | int maxvelocity_x = 100; |
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| 312 | int speedAddedPerTick = 5; |
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| 313 | int camMaxOffset = 25; |
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[11381] | 314 | |
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[11416] | 315 | timeSinceLastFire_ += dt; |
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| 316 | lastSpeed_z = velocity.z; |
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[11381] | 317 | |
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| 318 | |
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[11405] | 319 | |
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[11416] | 320 | //Handle the rocket fire from the jetpack |
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| 321 | if (velocity.z > 40) |
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| 322 | particlespawner_->setVisible(true); |
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| 323 | else |
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| 324 | particlespawner_->setVisible(false); |
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[11599] | 325 | |
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[11405] | 326 | |
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[11418] | 327 | //If player hits space and collides against an object under him then jump |
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[11517] | 328 | if (inputAllowed && firePressed_ && isColliding_ && (collDisZ_ >= 0 && collDisZ_ <+ 10)) { |
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[11599] | 329 | gravityAcceleration_ = 350; |
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| 330 | velocity.z = 175; |
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[11392] | 331 | } |
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[11381] | 332 | |
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[11392] | 333 | |
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[11420] | 334 | //Left-right movement with acceleration and rotation |
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[11400] | 335 | float rot = getOrientation().getRoll().valueDegrees(); |
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[11383] | 336 | if (moveRightPressed_) { |
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[11412] | 337 | if (!(rot < 5.0 && -5.0 < rot)) |
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| 338 | setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() - sgn(rot)*dt*Radian(6)); |
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[11400] | 339 | |
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[11383] | 340 | if (std::abs(velocity.x) < maxvelocity_x) { |
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| 341 | velocity.x += speedAddedPerTick; |
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[11400] | 342 | |
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[11379] | 343 | } |
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[11383] | 344 | } else if (moveLeftPressed_) { |
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[11412] | 345 | if (!(abs(rot) > 175.0 )) |
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| 346 | setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() + sgn(rot)*dt*Radian(6)); |
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[11400] | 347 | |
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[11412] | 348 | |
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| 349 | |
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[11383] | 350 | if (std::abs(velocity.x) < maxvelocity_x) { |
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| 351 | velocity.x -= speedAddedPerTick; |
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[11379] | 352 | } |
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[11383] | 353 | } else { |
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| 354 | velocity.x /= 1.1; |
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[11392] | 355 | } |
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[11379] | 356 | |
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[11573] | 357 | //If moveUp pressed, fire a fireball |
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[11578] | 358 | if(moveUpPressed_ && (PowerUpCounter_ >= FireballPower) && fireallowed_) |
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[11573] | 359 | { |
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| 360 | spawnFireball(); |
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[11578] | 361 | fireallowed_ = false; |
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| 362 | firecooldown_ = 0; |
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[11573] | 363 | } |
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[11392] | 364 | |
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[11573] | 365 | //Increase the firecooldown |
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[11578] | 366 | if(firecooldown_> 0.5) |
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[11573] | 367 | { |
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[11578] | 368 | fireallowed_ = true; |
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[11573] | 369 | } |
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| 370 | if(!fireallowed_) |
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| 371 | { |
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[11578] | 372 | firecooldown_ += dt; |
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[11573] | 373 | } |
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| 374 | |
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[11416] | 375 | //Again another EndOfLevel behavior |
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| 376 | if (reachedLvlEndState_ == 1) |
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| 377 | velocity.x = -2; |
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| 378 | if (reachedLvlEndState_ == 2) |
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| 379 | velocity.x = 30; |
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| 380 | if (reachedLvlEndState_ == 3) { |
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| 381 | velocity.x = 0; |
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| 382 | velocity.y = 20; |
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[11601] | 383 | setOrientation(Vector3::UNIT_Z, Degree(90)); |
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[11416] | 384 | } |
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| 385 | if (reachedLvlEndState_ == 4) { |
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[11601] | 386 | //Highscore |
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| 387 | if (Highscore::exists()){ |
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| 388 | int score = SOBGame->getPoints(); |
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| 389 | if(score > Highscore::getInstance().getHighestScoreOfGame("Super Orxo Bros.")) |
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| 390 | Highscore::getInstance().storeHighscore("Super Orxo Bros.",score); |
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| 391 | SOBGame->newHighscore=1; |
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| 392 | |
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| 393 | } |
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[11416] | 394 | lvlEnded_ = true; |
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| 395 | dead_ = true; |
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| 396 | } |
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| 397 | |
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| 398 | //velocity = acc. * time |
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[11383] | 399 | velocity.z -= gravityAcceleration_*dt; |
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| 400 | setVelocity(velocity); |
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[11379] | 401 | |
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| 402 | |
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[11416] | 403 | //Camera operation - the camera should always follow the player in a specific region |
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[11383] | 404 | Camera* cam = getCamera(); |
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| 405 | Vector3 campos = cam->getPosition(); |
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[11379] | 406 | |
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[11383] | 407 | if (campos.x + camMaxOffset < position.x) { |
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| 408 | campos.x = position.x - camMaxOffset; |
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| 409 | cam->setPosition(campos); |
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[11379] | 410 | } |
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[11405] | 411 | if (campos.x - camMaxOffset > position.x) { |
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[11383] | 412 | campos.x = position.x + camMaxOffset; |
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| 413 | cam->setPosition(campos); |
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| 414 | } |
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[11379] | 415 | |
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[11383] | 416 | } |
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| 417 | |
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[11416] | 418 | // Reset key variables |
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[11578] | 419 | moveUpPressed_ = false; |
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| 420 | moveDownPressed_ = false; |
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| 421 | moveLeftPressed_ = false; |
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| 422 | moveRightPressed_ = false; |
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[11416] | 423 | |
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[11400] | 424 | isColliding_ = false; |
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[11418] | 425 | collDisZ_ = 0; |
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[11379] | 426 | |
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[11383] | 427 | } |
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[11379] | 428 | |
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| 429 | |
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[11383] | 430 | |
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| 431 | |
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| 432 | |
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[11416] | 433 | //The following functions read the input of the player and then set the bools for the movement |
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[11383] | 434 | void SOBFigure::moveFrontBack(const Vector2& value) |
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| 435 | { |
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| 436 | if (value.x > 0) |
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[11379] | 437 | { |
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[11383] | 438 | moveUpPressed_ = true; |
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| 439 | moveDownPressed_ = false; |
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[11379] | 440 | } |
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[11383] | 441 | else |
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| 442 | { |
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| 443 | moveUpPressed_ = false; |
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| 444 | moveDownPressed_ = true; |
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| 445 | } |
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| 446 | } |
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[11379] | 447 | |
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[11383] | 448 | void SOBFigure::moveRightLeft(const Vector2& value) |
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| 449 | { |
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| 450 | if (value.x > 0) |
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[11379] | 451 | { |
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[11383] | 452 | moveLeftPressed_ = false; |
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| 453 | moveRightPressed_ = true; |
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[11379] | 454 | } |
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[11383] | 455 | else |
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| 456 | { |
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| 457 | moveLeftPressed_ = true; |
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| 458 | moveRightPressed_ = false; |
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| 459 | } |
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| 460 | } |
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[11379] | 461 | |
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[11383] | 462 | void SOBFigure::boost(bool boost) |
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| 463 | { |
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[11400] | 464 | firePressed_ = boost; |
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[11379] | 465 | } |
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[11416] | 466 | |
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| 467 | |
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[11538] | 468 | |
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| 469 | // PRE: name is an existing name of a material. Example orxo_material for orxo_material.material in data_extern/materials |
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[11578] | 470 | // !!! PowerUpCounter_ has to be modified before changing the clothes!!! |
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[11538] | 471 | // POST: clothes of body of player are changed to name |
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[11578] | 472 | void SOBFigure::changeClothes(){ |
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| 473 | // clothes: white (basic), red (one PowerUp), orange (Fireball enabled) |
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| 474 | std::string clothes[] = {"orxo_material", "orxo_material_gross", "orxo_material_fire"}; |
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| 475 | |
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[11538] | 476 | std::set<WorldEntity*> attachedObjects = this->getAttachedObjects(); |
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| 477 | std::set<WorldEntity*>::iterator it; |
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| 478 | for (it = attachedObjects.begin(); it != attachedObjects.end(); ++it) |
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| 479 | { |
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| 480 | Model* FiguresModel = orxonox_cast<Model*>(*it); |
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| 481 | if (FiguresModel != nullptr) |
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| 482 | { |
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[11578] | 483 | FiguresModel->setSubMaterial(clothes[PowerUpCounter_] , 4); // 4 is the body |
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[11538] | 484 | } |
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| 485 | } |
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[11383] | 486 | } |
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[11578] | 487 | // PRE: |
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| 488 | // POST: Player jumps out of the game, game is finished and can be restarted. |
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[11575] | 489 | void SOBFigure::die(){ |
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| 490 | Vector3 vel = getVelocity(); |
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| 491 | vel.y = -80; |
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| 492 | vel.z = 200; |
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| 493 | setVelocity(vel); |
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[11578] | 494 | predead_= true; |
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[11575] | 495 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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| 496 | SOBGame->setDone(true); |
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| 497 | } |
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| 498 | |
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[11538] | 499 | } |
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