[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 | * Sebastian Hirsch |
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| 24 | * Robin Jacobs |
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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 | @file OrxyRoadShip.cc |
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| 31 | @brief Implementation of the OrxyRoadShip class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "OrxyRoadShip.h" |
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| 35 | #include "core/CoreIncludes.h" |
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| 36 | |
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| 37 | namespace orxonox |
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| 38 | { |
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| 39 | RegisterClass(OrxyRoadShip); |
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| 40 | |
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| 41 | OrxyRoadShip::OrxyRoadShip(Context* context) : SpaceShip(context) |
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| 42 | { |
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| 43 | RegisterObject(OrxyRoadShip); |
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| 44 | |
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| 45 | speed = 830; |
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| 46 | isFireing = false; |
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| 47 | damping = 10; |
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| 48 | |
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| 49 | // not sure if has to be zero? |
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| 50 | lastTimeFront = 0; |
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| 51 | lastTimeLeft = 0; |
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| 52 | lastTime = 0; |
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| 53 | steeredLeft = false; |
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| 54 | steeredRight = false; |
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| 55 | forward = false; |
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| 56 | backward = false; |
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| 57 | } |
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| 58 | |
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| 59 | void OrxyRoadShip::tick(float dt) |
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| 60 | { |
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| 61 | //orxout(user_info) << "This is some cool output!" << endl; |
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| 62 | |
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| 63 | Vector3 pos = getPosition(); |
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| 64 | //Vector3 pos1 = getPosition(); |
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| 65 | |
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| 66 | //Movement calculation |
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| 67 | lastTimeFront += dt * damping; |
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| 68 | lastTimeLeft += dt * damping; |
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| 69 | lastTime += dt; |
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| 70 | |
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| 71 | |
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| 72 | //velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f); |
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| 73 | //velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f); |
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| 74 | |
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| 75 | //Execute movement |
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| 76 | |
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| 77 | if (this->hasLocalController()) |
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| 78 | { |
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| 79 | //float dist_y = velocity.y * dt; |
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| 80 | //forward backwards movement |
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| 81 | if(forward){ |
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| 82 | if(velocity.y < 300){// Limit for max velocity |
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| 83 | velocity.y += 30; |
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| 84 | forward = false; |
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| 85 | } |
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| 86 | |
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| 87 | |
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| 88 | }else if(backward){ |
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| 89 | if(velocity.y > 10){ |
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| 90 | velocity.y -= 30; |
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| 91 | }else { |
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| 92 | velocity.y = 0; // Prevent players from going backwards |
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| 93 | } |
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| 94 | backward = false; |
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| 95 | |
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| 96 | }else { |
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| 97 | velocity.y = 0.9 * velocity.y;//reduce speed |
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| 98 | } |
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| 99 | |
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| 100 | |
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| 101 | |
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| 102 | |
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| 103 | //float dist_x = velocity.x * dt; |
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| 104 | //if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6) |
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| 105 | // posforeward += dist_y; |
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| 106 | //else |
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| 107 | //{ |
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| 108 | //velocity.y = 0; |
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| 109 | // restart if game ended |
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| 110 | /* |
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| 111 | if (getGame()) |
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| 112 | if (getGame()->bEndGame) |
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| 113 | { |
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| 114 | getGame()->start(); |
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| 115 | return; |
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| 116 | }*/ |
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| 117 | //} |
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| 118 | |
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| 119 | //Left right steering |
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| 120 | |
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| 121 | if(!steeredLeft&&!steeredRight){ |
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| 122 | velocity.x = velocity.x *0.8; |
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| 123 | } |
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| 124 | |
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| 125 | if(steeredLeft){ |
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| 126 | steeredLeft = false; |
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| 127 | if(velocity.x<100){//if(!forward) Experimental for only allowing steering left and right when |
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| 128 | velocity.x += 6; |
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| 129 | steeredLeft = false; |
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| 130 | } |
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| 131 | |
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| 132 | }else if(steeredRight) { |
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| 133 | steeredRight = false; |
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| 134 | if(velocity.x>-100){ |
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| 135 | velocity.x += -6; |
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| 136 | steeredRight = false; |
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| 137 | } |
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| 138 | }else { |
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| 139 | if(velocity.x < -2 || velocity.x > 2 ){ |
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| 140 | velocity.x = velocity.x *0.9; |
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| 141 | }else{ |
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| 142 | velocity.x += 0; |
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| 143 | } |
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| 144 | |
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| 145 | } |
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| 146 | |
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| 147 | pos += Vector3(velocity.y, 0, velocity.x) * dt; |
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| 148 | |
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| 149 | } |
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| 150 | |
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| 151 | |
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| 152 | |
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| 153 | // Camera |
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| 154 | Camera* camera = this->getCamera(); |
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| 155 | if (camera != nullptr) |
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| 156 | { |
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| 157 | camera->setPosition(Vector3(0 ,50,50)); // try to get side/top view |
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| 158 | //camera->setOrientation(Vector3(-1,-1,0), Degree(45)); |
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| 159 | //camera->setOrientation(Vector3(-1,-1,-1), Degree(0)); |
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| 160 | camera->setOrientation(Vector3::UNIT_Z, Degree(0)); |
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| 161 | } |
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| 162 | |
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| 163 | |
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| 164 | |
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| 165 | // bring back on track! |
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| 166 | if(pos.y != 0) |
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| 167 | { |
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| 168 | pos.y = 0; |
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| 169 | } |
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| 170 | |
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| 171 | setPosition(pos); |
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| 172 | setOrientation(Vector3::UNIT_Y, Degree(270)); |
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| 173 | |
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| 174 | // Level up! |
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| 175 | if (pos.x > 42000) |
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| 176 | { |
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| 177 | updateLevel(); |
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| 178 | setPosition(Vector3(0, 0, pos.z)); // pos - Vector3(30000, 0, 0) |
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| 179 | } |
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| 180 | |
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| 181 | SUPER(OrxyRoadShip, tick, dt); |
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| 182 | } |
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| 183 | |
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| 184 | void OrxyRoadShip::updateLevel() |
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| 185 | { |
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| 186 | lastTime = 0; |
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| 187 | if (getGame()) |
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| 188 | getGame()->levelUp(); |
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| 189 | } |
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| 190 | |
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| 191 | void OrxyRoadShip::moveFrontBack(const Vector2& value) |
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| 192 | { |
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| 193 | this->steering_.z -= value.x ; |
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| 194 | if(value.x > 0){ |
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| 195 | forward = true; |
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| 196 | backward = false; |
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| 197 | }else if(value.x < 0){ |
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| 198 | forward = false; |
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| 199 | backward = true; |
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| 200 | } |
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| 201 | |
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| 202 | //lastTimeFront = 0; |
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| 203 | //desiredVelocity.y = value.y * speed * 42; |
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| 204 | |
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| 205 | } |
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| 206 | |
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| 207 | void OrxyRoadShip::moveRightLeft(const Vector2& value) |
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| 208 | { |
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| 209 | this->steering_.x += value.x; |
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| 210 | if(value.x==-1){ |
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| 211 | steeredLeft = false; |
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| 212 | steeredRight = true; |
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| 213 | //orxout(user_info) << "Steering RIGHT "<<steering_.x << endl; |
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| 214 | }else { |
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| 215 | steeredRight = false; |
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| 216 | steeredLeft = true; |
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| 217 | //orxout(user_info) << "Steering LEFT "<<steering_.x << endl; |
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| 218 | |
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| 219 | } |
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| 220 | |
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| 221 | //lastTimeLeft = 0; |
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| 222 | //desiredVelocity.x = value.x * speed; |
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| 223 | } |
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| 224 | void OrxyRoadShip::boost(bool bBoost) |
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| 225 | { |
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| 226 | //bool boosting = bBoost; |
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| 227 | } |
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| 228 | |
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| 229 | inline bool OrxyRoadShip::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) |
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| 230 | { |
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| 231 | |
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| 232 | removeHealth(100); |
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| 233 | this->death(); |
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| 234 | return false; |
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| 235 | } |
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| 236 | |
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| 237 | OrxyRoad* OrxyRoadShip::getGame() |
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| 238 | { |
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| 239 | if (game == nullptr) |
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| 240 | { |
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| 241 | for (OrxyRoad* race : ObjectList<OrxyRoad>()) |
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| 242 | { |
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| 243 | game = race; |
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| 244 | } |
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| 245 | } |
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| 246 | return game; |
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| 247 | } |
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| 248 | |
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| 249 | void OrxyRoadShip::death() |
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| 250 | { |
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| 251 | getGame()->costLife(); |
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| 252 | SpaceShip::death(); |
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| 253 | } |
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| 254 | } |
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