/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Florian Zinggeler * Co-authors: * ... * */ /** @file InvaderShip.cc @brief Implementation of the InvaderShip class. */ #include "InvaderShip.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "Invader.h" #include "InvaderEnemy.h" #include "graphics/Camera.h" #include "weapons/projectiles/Projectile.h" namespace orxonox { RegisterClass(InvaderShip); InvaderShip::InvaderShip(Context* context) : SpaceShip(context) { RegisterObject(InvaderShip); speed = 500; isFireing = false; damping = 10; } void InvaderShip::tick(float dt) { Vector3 pos = getPosition(); //Movement calculation lastTimeFront += dt * damping; lastTimeLeft += dt * damping; lastTime += dt; velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f); velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f); //Execute movement if (this->hasLocalController()) { float dist_y = velocity.y * dt; float dist_x = velocity.x * dt; if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6) posforeward += dist_y; else { velocity.y = 0; // restart if game ended if (getGame()) if (getGame()->bEndGame) { getGame()->start(); return; } } if (pos.z + dist_x > 42*2.5 || pos.z + dist_x < -42*3) velocity.x = 0; pos += Vector3(1000 + velocity.y, 0, velocity.x) * dt; } // shoot! if (isFireing) ControllableEntity::fire(0); // Camera WeakPtr camera = this->getCamera(); if (camera != NULL) { camera->setPosition(Vector3(-pos.z, -posforeward, 0)); camera->setOrientation(Vector3::UNIT_Z, Degree(90)); } // bring back on track! if(pos.y != 0) pos.y = 0; setPosition(pos); setOrientation(Vector3::UNIT_Y, Degree(270)); // Level up! if (pos.x > 42000) { updateLevel(); setPosition(Vector3(0, 0, pos.z)); // pos - Vector3(30000, 0, 0) } SUPER(InvaderShip, tick, dt); } void InvaderShip::updateLevel() { lastTime = 0; if (getGame()) getGame()->levelUp(); } void InvaderShip::moveFrontBack(const Vector2& value) { lastTimeLeft = 0; desiredVelocity.x = -value.x * speed; } void InvaderShip::moveRightLeft(const Vector2& value) { lastTimeFront = 0; desiredVelocity.y = value.y * speed * 42; } void InvaderShip::boost(bool bBoost) { isFireing = bBoost; } void InvaderShip::rotateRoll(const Vector2& value) { if (getGame()) if (getGame()->bEndGame) getGame()->end(); } inline bool InvaderShip::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint) { // orxout() << "touch!!! " << endl; //<< otherObject << " at " << contactPoint; WeakPtr enemy = orxonox_cast(otherObject); WeakPtr shot = orxonox_cast(otherObject); // ensure that this gets only called once per enemy. if (enemy != NULL && lastEnemy != enemy) { lastEnemy = enemy; removeHealth(20); if (getGame()) { getGame()->multiplier = 1; } } // was shot, decrease multiplier else if (shot != NULL && lastShot != shot) { if (getGame() && orxonox_cast(shot->getShooter()) != NULL) { if (getGame()->multiplier > 1) { lastShot = shot; getGame()->multiplier -= 1; } } } return false; // SUPER(InvaderShip, collidesAgainst, otherObject, contactPoint); } WeakPtr InvaderShip::getGame() { if (game == NULL) { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) game = *it; } return game; } void InvaderShip::death() { getGame()->costLife(); SpaceShip::death(); } }