Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/pickupsFS14/src/modules/jump/JumpFigure.cc @ 10066

Last change on this file since 10066 was 10050, checked in by fvultier, 11 years ago

Added a whole bunch of code

File size: 6.6 KB
RevLine 
[10050]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file JumpFigure.cc
31    @brief Implementation of the JumpFigure class.
32*/
33
34#include "JumpFigure.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38
39namespace orxonox
40{
41    RegisterClass(JumpFigure);
42
43    /**
44    @brief
45        Constructor. Registers and initializes the object.
46    */
47    JumpFigure::JumpFigure(Context* context) : ControllableEntity(context)
48    {
49        RegisterObject(JumpFigure);
50
51        this->movement_ = 0;
52        this->bMoveLocal_ = false;
53        this->length_ = 0.25;
54        this->fieldWidth_ = 180;
55        this->bSteadiedPosition_ = false;
56
57        moveUpPressed = false;
58        moveDownPressed = false;
59        moveLeftPressed = false;
60        moveDownPressed = false;
61        firePressed = false;
62        fireSignal = false;
63        timeSinceLastFire = 0.0;
64
65        gravityAcceleration = 8.0;
66        mouseFactor_ = 75.0;
67        maxFireRate = 0.3;
68    }
69
70    /**
71    @brief
72        Method to create a JumpCenterpoint through XML.
73    */
74    void JumpFigure::XMLPort(Element& xmlelement, XMLPort::Mode mode)
75    {
76        SUPER(JumpFigure, XMLPort, xmlelement, mode);
77        XMLPortParam(JumpFigure, "mouseFactor", setMouseFactor, getMouseFactor, xmlelement, mode);
78    }
79
80    /**
81    @brief
82        Is called each tick.
83        Moves the bat.
84    @param dt
85        The time since last tick.
86    */
87    void JumpFigure::tick(float dt)
88    {
89        SUPER(JumpFigure, tick, dt);
90
91        // If the bat is controlled (but not over the network).
92        if (this->hasLocalController())
93        {
94                timeSinceLastFire += dt;
95
96            /*if (this->movement_ != 0)
97            {
98                // The absolute value of the movement is restricted to be lesser or equal than the speed of the bat.
99                this->movement_ = clamp(this->movement_, -1.0f, 1.0f) * this->speed_;
100
101                // If moveRightLeft() is used the movement is dependento on wehther it is the right or the left bat, so, it is i.e. dependent on the orientation of the bat.
102                if (this->bMoveLocal_)
103                    this->setVelocity(this->getOrientation() * Vector3(this->movement_, 0, 0));
104                else
105                    this->setVelocity(0, 0, this->movement_);
106
107                this->movement_ = 0;
108                this->bSteadiedPosition_ = false;
109            }
110            // If there is no movement but the position has not been steadied, the velocity is set to zero and the position is reaffirmed.
111            else if (!this->bSteadiedPosition_)
112            {
113                // To ensure network synchronicity
114                this->setVelocity(0, 0, 0);
115                this->setPosition(this->getPosition());
116                this->bSteadiedPosition_ = true;
117            }*/
118
119
120                Vector3 velocity = getVelocity();
121
122                velocity.z -= gravityAcceleration;
123
124                /*if (moveLeftPressed == true)
125                {
126                        velocity.x = -accelerationFactor;
127                        moveLeftPressed = false;
128                }
129                if (moveRightPressed == true)
130                {
131                        velocity.x = accelerationFactor;
132                        moveRightPressed = false;
133                }*/
134
135                velocity.x = -mouseFactor_*horizontalSpeed;
136
137                if (moveUpPressed == true)
138                {
139                        velocity.z = 200.0f;
140                        moveUpPressed = false;
141                }
142                if (moveDownPressed == true)
143                {
144                        moveDownPressed = false;
145                }
146
147                setVelocity(velocity);
148
149                if (firePressed && timeSinceLastFire >= maxFireRate)
150                {
151                                firePressed = false;
152                                timeSinceLastFire = 0.0;
153                                fireSignal = true;
154                                //orxout() << "fired signal set" << endl;
155                }
156        }
157
158        Vector3 position = this->getPosition();
159
160        if (position.x < -fieldWidth_*1.1)
161        {
162                position.x = fieldWidth_*1.1;
163        }
164        else if (position.x > fieldWidth_*1.1)
165        {
166                position.x = -fieldWidth_*1.1;
167        }
168
169        this->setPosition(position);
170
171        moveUpPressed = false;
172        moveDownPressed = false;
173        moveLeftPressed = false;
174        moveDownPressed = false;
175        firePressed = false;
176    }
177
178    void JumpFigure::JumpFromPlatform(JumpPlatform* platform)
179    {
180        Vector3 velocity = getVelocity();
181        velocity.z = 200.0f;
182        setVelocity(velocity);
183    }
184
185
186    /**
187    @brief
188        Overloaded the function to steer the bat up and down.
189    @param value
190        A vector whose first component is the inverse direction in which we want to steer the bat.
191    */
192    void JumpFigure::moveFrontBack(const Vector2& value)
193    {
194        if (value.x > 0)
195        {
196                //orxout() << "up pressed" << endl;
197                moveUpPressed = true;
198                moveDownPressed = false;
199        }
200        else
201        {
202                //orxout() << "down pressed" << endl;
203                moveUpPressed = false;
204                moveDownPressed = true;
205        }
206    }
207
208    /**
209    @brief
210        Overloaded the function to steer the bat up and down.
211    @param value
212        A vector whose first component is the direction in which we wnat to steer the bat.
213    */
214    void JumpFigure::moveRightLeft(const Vector2& value)
215    {
216        if (value.x > 0)
217        {
218                //orxout() << "right pressed" << endl;
219                moveLeftPressed = false;
220                moveRightPressed = true;
221        }
222        else
223        {
224                //orxout() << "left pressed" << endl;
225                moveLeftPressed = true;
226                moveRightPressed = false;
227        }
228        /*this->bMoveLocal_ = true;
229        this->movement_ = value.x;*/
230    }
231
232    void JumpFigure::rotateYaw(const Vector2& value)
233    {
234        horizontalSpeed = value.x;
235
236    }
237
238    void JumpFigure::rotatePitch(const Vector2& value)
239    {
240
241
242    }
243
244    void JumpFigure::rotateRoll(const Vector2& value)
245    {
246
247
248    }
249
250    void JumpFigure::fired(unsigned int firemode)
251    {
252        orxout() << "fire pressed" << endl;
253        firePressed = true;
254    }
255}
Note: See TracBrowser for help on using the repository browser.