[12177] | 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 | speedBase = 0; |
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| 69 | speedIncrease = 0; |
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| 70 | tubeDistanceBase = 0; |
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| 71 | tubeDistanceIncrease = 0; |
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| 72 | tubeDistance = 200.0f; //distance between tubes |
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| 73 | tubeOffsetX = 500.0f; //tube offset (so that we can't see them spawn) |
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| 74 | |
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| 75 | circlesUsed=0; |
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| 76 | setHUDTemplate("FlappyOrxHUD"); |
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| 77 | scoreboardTemplate_ = ""; |
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| 78 | } |
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| 79 | |
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| 80 | void FlappyOrx::updatePlayerPos(float x){ |
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| 81 | |
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| 82 | //Spawn a new Tube when the spawn distance is reached |
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| 83 | if(this->tubes.size()==0||x-tubes.back()+tubeOffsetX>tubeDistance){ |
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| 84 | spawnTube(); |
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| 85 | this->tubes.push(x+tubeOffsetX); |
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| 86 | } |
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| 87 | //Delete Tubes when we pass through them |
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| 88 | if(this->tubes.size()!=0&&x>this->tubes.front()){ |
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| 89 | this->tubes.pop(); |
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| 90 | levelUp(); |
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| 91 | } |
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| 92 | //Delete Asteroids which are not visible anymore |
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| 93 | while(this->asteroids.size()!=0&&(this->asteroids.front())->getPosition().x<x-tubeOffsetX){ |
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| 94 | MovableEntity* deleteMe = asteroids.front(); |
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| 95 | asteroids.pop(); |
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| 96 | deleteMe->destroy(); |
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| 97 | } |
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| 98 | } |
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| 99 | |
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| 100 | //Gets called when we pass through a Tube |
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| 101 | void FlappyOrx::levelUp(){ |
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| 102 | point++; |
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| 103 | tubeDistance = tubeDistanceBase-tubeDistanceIncrease*point; //smaller spawn Distance |
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| 104 | getPlayer()->setSpeed(speedBase+speedIncrease*point); //increase speed |
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| 105 | } |
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| 106 | |
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| 107 | //Returns our Ship |
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| 108 | FlappyOrxShip* FlappyOrx::getPlayer(){ |
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| 109 | if (player == nullptr){ |
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| 110 | for (FlappyOrxShip* ship : ObjectList<FlappyOrxShip>()) { |
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| 111 | player = ship; |
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| 112 | } |
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| 113 | } |
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| 114 | return player; |
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| 115 | } |
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| 116 | |
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| 117 | //Spawn new Tube |
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| 118 | void FlappyOrx::spawnTube(){ |
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| 119 | if (getPlayer() == nullptr) |
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| 120 | return; |
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| 121 | |
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| 122 | float space = 130.0f; //vertical space between top and bottom tube |
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| 123 | float height = (rnd()-0.5f)*(280.0f-space); //Randomize height |
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| 124 | |
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| 125 | Vector3 pos = player->getPosition(); |
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| 126 | |
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| 127 | //create the two Asteroid fields (Tubes) |
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| 128 | asteroidField(pos.x+tubeOffsetX,height-space/2,0.8f); //bottom |
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| 129 | asteroidField(pos.x+tubeOffsetX,height+space/2,-0.8f); //top |
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| 130 | } |
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| 131 | |
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| 132 | //Creates a new asteroid Field |
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| 133 | void FlappyOrx::asteroidField(float x, float y, float slope){ |
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| 134 | float r = 20.0f; //Radius of added Asteroids |
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| 135 | int noadd = 0; //how many times we failed to add a new asteroid |
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| 136 | |
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| 137 | clearCircles(); //Delete Circles (we use circles to make sure we don't spawn two asteroids on top of eachother) |
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| 138 | Circle newAsteroid = Circle(); |
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| 139 | newAsteroid.x=x; |
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| 140 | newAsteroid.y=y; |
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| 141 | newAsteroid.r=r; |
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| 142 | addIfPossible(newAsteroid); //Add Asteroid at peak |
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| 143 | |
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| 144 | //Fill up triangle with asteroids |
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| 145 | while(noadd<5&&circlesUsed<NUM_CIRCLES){ |
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| 146 | if(slope>0) |
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| 147 | newAsteroid.y=rnd(150+y)-150; //create asteroid on bottom |
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| 148 | else |
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| 149 | newAsteroid.y=rnd(150-y)+y; //create asteroid on top |
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| 150 | |
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| 151 | newAsteroid.x=x+(rnd()-0.5f)*(y-newAsteroid.y)/slope; |
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| 152 | newAsteroid.r=r; |
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| 153 | |
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| 154 | int i = addIfPossible(newAsteroid); //Add Asteroid if it doesn't collide |
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| 155 | if(i==0) |
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| 156 | noadd++; |
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| 157 | else if(i==2) |
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| 158 | noadd=5; |
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| 159 | } |
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| 160 | } |
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| 161 | |
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| 162 | //Create a new Asteroid |
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| 163 | void FlappyOrx::createAsteroid(Circle &c){ |
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| 164 | MovableEntity* newAsteroid = new MovableEntity(player->getContext()); |
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| 165 | |
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| 166 | //Add Model fitting the Size of the Asteroid |
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| 167 | if(c.r<=5) |
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| 168 | newAsteroid->addTemplate(Asteroid5[rand()%NUM_ASTEROIDS]); |
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| 169 | else if(c.r<=10) |
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| 170 | newAsteroid->addTemplate(Asteroid10[rand()%NUM_ASTEROIDS]); |
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| 171 | else if(c.r<=15) |
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| 172 | newAsteroid->addTemplate(Asteroid15[rand()%NUM_ASTEROIDS]); |
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| 173 | else |
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| 174 | newAsteroid->addTemplate(Asteroid20[rand()%NUM_ASTEROIDS]); |
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| 175 | |
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| 176 | //Set position |
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| 177 | newAsteroid->setPosition(Vector3(c.x, 0, c.y)); |
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| 178 | |
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| 179 | //Randomize orientation |
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| 180 | newAsteroid->setOrientation(Vector3::UNIT_Z, Degree(rnd(360))); |
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| 181 | newAsteroid->setOrientation(Vector3::UNIT_Y, Degree(rnd(360))); |
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| 182 | |
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| 183 | //add to Queue (so that we can delete it again) |
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| 184 | asteroids.push(newAsteroid); |
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| 185 | } |
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| 186 | |
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| 187 | //Deletes Asteroids array which stores all the circles used to make sure no asteroids collide when spawning |
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| 188 | void FlappyOrx::clearCircles(){ |
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| 189 | circlesUsed=0; |
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| 190 | for(int i = 0; i<NUM_CIRCLES; i++){ |
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| 191 | circles[i].r=0; |
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| 192 | } |
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| 193 | } |
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| 194 | |
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| 195 | //checks if two circles collide |
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| 196 | bool FlappyOrx::circleCollision(Circle &c1, Circle &c2){ |
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| 197 | if(c1.r<=0 || c2.r<=0) |
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| 198 | return false; |
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| 199 | float x = c1.x - c2.x; |
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| 200 | float y = c1.y - c2.y; |
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| 201 | float r = c1.r + c2.r; |
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| 202 | |
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| 203 | return x*x+y*y<r*r*1.5; |
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| 204 | } |
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| 205 | |
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| 206 | //Adds a circle if its not colliding |
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| 207 | int FlappyOrx::addIfPossible(Circle c){ |
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| 208 | int i; |
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| 209 | for(i=0; i<NUM_CIRCLES && this->circles[i].r!=0 && c.r>0;i++){ |
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| 210 | while(circleCollision(c,this->circles[i])){ |
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| 211 | c.r-=5; //when it collides, try to make it smaller |
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| 212 | } |
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| 213 | } |
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| 214 | if(c.r<=0){ |
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| 215 | return 0; |
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| 216 | } |
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| 217 | circlesUsed++; |
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| 218 | this->circles[i].x=c.x; |
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| 219 | this->circles[i].y=c.y; |
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| 220 | this->circles[i].r=c.r; |
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| 221 | createAsteroid(c); |
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| 222 | return 1; |
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| 223 | } |
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| 224 | |
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| 225 | bool FlappyOrx::isDead(){ |
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| 226 | return bIsDead; |
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| 227 | } |
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| 228 | |
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| 229 | void FlappyOrx::setDead(bool value){ |
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| 230 | bIsDead = value; |
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| 231 | if(not value){ |
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| 232 | point = -1; |
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| 233 | levelUp(); |
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| 234 | } |
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| 235 | } |
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| 236 | |
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| 237 | void FlappyOrx::start() |
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| 238 | { |
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| 239 | // Set variable to temporarily force the player to spawn. |
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| 240 | this->bForceSpawn_ = true; |
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| 241 | |
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| 242 | // Call start for the parent class. |
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| 243 | Deathmatch::start(); |
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| 244 | } |
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| 245 | |
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| 246 | //RIP |
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| 247 | void FlappyOrx::death(){ |
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| 248 | bIsDead = true; |
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| 249 | firstGame = false; |
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| 250 | |
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| 251 | //Set randomized deathmessages |
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| 252 | if(point<7) sDeathMessage = DeathMessage7[rand()%(DeathMessage7.size())]; |
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| 253 | else if(point<20) sDeathMessage = DeathMessage20[rand()%(DeathMessage20.size())]; |
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| 254 | else if(point<30) sDeathMessage = DeathMessage30[rand()%(DeathMessage30.size())]; |
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| 255 | else sDeathMessage = DeathMessageover30[rand()%(DeathMessageover30.size())]; |
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| 256 | |
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| 257 | //Update Highscore |
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| 258 | if (Highscore::exists()) |
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| 259 | { |
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| 260 | int score = this->getPoints(); |
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| 261 | Highscore::getInstance().storeScore("Flappy Orx", score, this->getPlayer()->getPlayer()); |
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| 262 | } |
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| 263 | |
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| 264 | //Delete all Tubes and asteroids |
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| 265 | while (!tubes.empty()){ |
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| 266 | tubes.pop(); |
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| 267 | } |
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| 268 | while (!asteroids.empty()){ |
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| 269 | MovableEntity* deleteMe = asteroids.front(); |
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| 270 | asteroids.pop(); |
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| 271 | deleteMe->destroy(); |
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| 272 | } |
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| 273 | } |
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| 274 | |
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| 275 | void FlappyOrx::end() |
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| 276 | { |
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| 277 | GSLevel::startMainMenu(); |
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| 278 | } |
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| 279 | } |
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