/* * 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: * Fabien Vultier * Co-authors: * ... * */ /** @file JumpFigure.cc @brief This class represents your figure when you play the minigame. Here the movement of the figure, activating items, ... are handled. */ #include "JumpFigure.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "graphics/Model.h" #include "JumpRocket.h" #include "JumpPropeller.h" #include "JumpBoots.h" #include "JumpShield.h" namespace orxonox { RegisterClass(JumpFigure); JumpFigure::JumpFigure(Context* context) : ControllableEntity(context) { RegisterObject(JumpFigure); // initialize variables leftHand_ = nullptr; rightHand_ = nullptr; fieldHeight_ = 0; fieldWidth_ = 0; jumpSpeed_ = 0.0; handSpeed_ = 0.0; handMaxAngle_ = 0.0; handMinAngle_ = 0.0; rocketPos_ = 0.0; propellerPos_ = 0.0; bootsPos_ = 0.0; moveUpPressed_ = false; moveDownPressed_ = false; moveLeftPressed_ = false; moveDownPressed_ = false; firePressed_ = false; fireSignal_ = false; timeSinceLastFire_ = 0.0; gravityAcceleration_ = 8.0; mouseFactor_ = 75.0; maxFireRate_ = 0.3; handAngle_ = 0.0; animateHands_ = false; turnUp_ = false; rocketActive_ = nullptr; propellerActive_ = nullptr; bootsActive_ = nullptr; shieldActive_ = nullptr; rocketSpeed_ = 0.0; propellerSpeed_ = 0.0; dead_ = false; } void JumpFigure::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(JumpFigure, XMLPort, xmlelement, mode); XMLPortParam(JumpFigure, "mouseFactor", setMouseFactor, getMouseFactor, xmlelement, mode); XMLPortParam(JumpFigure, "modelLefthand", setModelLeftHand, getModelLeftHand, xmlelement, mode); XMLPortParam(JumpFigure, "modelRighthand", setModelRightHand, getModelRightHand, xmlelement, mode); XMLPortParam(JumpFigure, "rocketPos", setRocketPos, getRocketPos, xmlelement, mode); XMLPortParam(JumpFigure, "propellerPos", setPropellerPos, getPropellerPos, xmlelement, mode); XMLPortParam(JumpFigure, "bootsPos", setBootsPos, getBootsPos, xmlelement, mode); XMLPortParam(JumpFigure, "jumpSpeed", setJumpSpeed, getJumpSpeed, xmlelement, mode); XMLPortParam(JumpFigure, "rocketSpeed", setRocketSpeed, getRocketSpeed, xmlelement, mode); XMLPortParam(JumpFigure, "propellerSpeed", setPropellerSpeed, getPropellerSpeed, xmlelement, mode); XMLPortParam(JumpFigure, "handMinAngle", setHandMinAngle, getHandMinAngle, xmlelement, mode); XMLPortParam(JumpFigure, "handMaxAngle", setHandMaxAngle, getHandMaxAngle, xmlelement, mode); XMLPortParam(JumpFigure, "handSpeed", setHandSpeed, getHandSpeed, xmlelement, mode); } void JumpFigure::tick(float dt) { SUPER(JumpFigure, tick, dt); if (hasLocalController()) { timeSinceLastFire_ += dt; // Move up/down Vector3 velocity = getVelocity(); if (rocketActive_ != nullptr) { velocity.z = rocketSpeed_; } else if (propellerActive_ != nullptr) { velocity.z = propellerSpeed_; } else { velocity.z -= gravityAcceleration_; } // Animate Hands if (animateHands_ == true) { if (turnUp_ == true) { handAngle_ += handSpeed_ * dt; } else { handAngle_ -= handSpeed_ * dt; } if (handAngle_ > handMaxAngle_) { turnUp_ = false; } if (handAngle_ <= handMinAngle_) { animateHands_ = false; } if (leftHand_ != nullptr) { leftHand_->setOrientation(Vector3(0.0, 1.0, 0.0), Degree(-handAngle_)); } if (rightHand_ != nullptr) { rightHand_->setOrientation(Vector3(0.0, 1.0, 0.0), Degree(handAngle_)); } } // Move left/right if (dead_ == false) { velocity.x = -mouseFactor_*horizontalSpeed_; } else { velocity.x = 0.0; } // Cheats /*if (moveUpPressed_ == true) { velocity.z = 400.0f; moveUpPressed_ = false; dead_ = false; } if (moveDownPressed_ == true) { moveDownPressed_ = false; }*/ setVelocity(velocity); if (firePressed_ && timeSinceLastFire_ >= maxFireRate_) { firePressed_ = false; timeSinceLastFire_ = 0.0; fireSignal_ = true; } } // Move through the left and right screen boundaries Vector3 position = getPosition(); if (position.x < -fieldWidth_*1.1f) { position.x = fieldWidth_*1.1f; } else if (position.x > fieldWidth_*1.1f) { position.x = -fieldWidth_*1.1f; } setPosition(position); // Reset key variables moveUpPressed_ = false; moveDownPressed_ = false; moveLeftPressed_ = false; moveDownPressed_ = false; firePressed_ = false; } void JumpFigure::JumpFromPlatform(JumpPlatform* platform) { if (dead_ == false) { Vector3 velocity = getVelocity(); if (bootsActive_ == nullptr) { velocity.z = 1.2f*jumpSpeed_; } else { velocity.z = jumpSpeed_; } setVelocity(velocity); animateHands_ = true; handAngle_ = 0.0; turnUp_ = true; } } void JumpFigure::JumpFromSpring(JumpSpring* spring) { if (dead_ == false) { Vector3 velocity = getVelocity(); velocity.z = 1.2f*jumpSpeed_; setVelocity(velocity); } } void JumpFigure::CollisionWithEnemy(JumpEnemy* enemy) { if (rocketActive_ == nullptr && propellerActive_ == nullptr && shieldActive_ == nullptr) { dead_ = true; } } bool JumpFigure::StartRocket(JumpRocket* rocket) { if (rocketActive_ == nullptr && propellerActive_ == nullptr && bootsActive_ == nullptr) { attach(rocket); rocket->setPosition(0.0, rocketPos_, 0.0); rocket->setVelocity(0.0, 0.0, 0.0); rocketActive_ = rocket; return true; } return false; } void JumpFigure::StopRocket(JumpRocket* rocket) { rocket->setPosition(0.0, 0.0, -1000.0); rocket->setVelocity(0.0, 0.0, 0.0); detach(rocket); rocket->destroy(); rocketActive_ = nullptr; } bool JumpFigure::StartPropeller(JumpPropeller* propeller) { if (rocketActive_ == nullptr && propellerActive_ == nullptr && bootsActive_ == nullptr) { attach(propeller); propeller->setPosition(0.0, 0.0, propellerPos_); propeller->setVelocity(0.0, 0.0, 0.0); propellerActive_ = propeller; return true; } return false; } void JumpFigure::StopPropeller(JumpPropeller* propeller) { propeller->setPosition(0.0, 0.0, -1000.0); propeller->setVelocity(0.0, 0.0, 0.0); detach(propeller); propeller->destroy(); propellerActive_ = nullptr; } bool JumpFigure::StartBoots(JumpBoots* boots) { if (rocketActive_ == nullptr && propellerActive_ == nullptr && bootsActive_ == nullptr) { attach(boots); boots->setPosition(0.0, 0.0, bootsPos_); boots->setVelocity(0.0, 0.0, 0.0); bootsActive_ = boots; return true; } return false; } void JumpFigure::StopBoots(JumpBoots* boots) { boots->setPosition(0.0, 0.0, -1000.0); boots->setVelocity(0.0, 0.0, 0.0); detach(boots); boots->destroy(); bootsActive_ = nullptr; } bool JumpFigure::StartShield(JumpShield* shield) { if (shieldActive_ == false) { attach(shield); shield->setPosition(0.0, 0.0, propellerPos_); shield->setVelocity(0.0, 0.0, 0.0); shieldActive_ = shield; return true; } return false; } void JumpFigure::StopShield(JumpShield* shield) { shield->setPosition(0.0, 0.0, -1000.0); shield->setVelocity(0.0, 0.0, 0.0); detach(shield); shield->destroy(); shieldActive_ = nullptr; } void JumpFigure::InitializeAnimation(Context* context) { leftHand_ = new Model(context); rightHand_ = new Model(context); leftHand_->addTemplate(modelLeftHand_); rightHand_->addTemplate(modelRightHand_); attach(leftHand_); attach(rightHand_); } void JumpFigure::moveFrontBack(const Vector2& value) { if (value.x > 0) { moveUpPressed_ = true; moveDownPressed_ = false; } else { moveUpPressed_ = false; moveDownPressed_ = true; } } void JumpFigure::moveRightLeft(const Vector2& value) { if (value.x > 0) { moveLeftPressed_ = false; moveRightPressed_ = true; } else { moveLeftPressed_ = true; moveRightPressed_ = false; } } void JumpFigure::rotateYaw(const Vector2& value) { horizontalSpeed_ = value.x; } void JumpFigure::rotatePitch(const Vector2& value) { } void JumpFigure::rotateRoll(const Vector2& value) { } void JumpFigure::fire(unsigned int firemode) { } void JumpFigure::fired(unsigned int firemode) { firePressed_ = true; } }