[10050] | 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 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * ... |
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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 JumpFigure.cc |
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| 31 | @brief Implementation of the JumpFigure class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "JumpFigure.h" |
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| 35 | |
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| 36 | #include "core/CoreIncludes.h" |
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| 37 | #include "core/XMLPort.h" |
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| 38 | |
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| 39 | namespace orxonox |
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| 40 | { |
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| 41 | RegisterClass(JumpFigure); |
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| 42 | |
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| 43 | /** |
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| 44 | @brief |
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| 45 | Constructor. Registers and initializes the object. |
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| 46 | */ |
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| 47 | JumpFigure::JumpFigure(Context* context) : ControllableEntity(context) |
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| 48 | { |
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| 49 | RegisterObject(JumpFigure); |
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| 50 | |
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| 51 | this->movement_ = 0; |
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| 52 | this->bMoveLocal_ = false; |
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| 53 | this->length_ = 0.25; |
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| 54 | this->fieldWidth_ = 180; |
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| 55 | this->bSteadiedPosition_ = false; |
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| 56 | |
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| 57 | moveUpPressed = false; |
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| 58 | moveDownPressed = false; |
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| 59 | moveLeftPressed = false; |
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| 60 | moveDownPressed = false; |
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| 61 | firePressed = false; |
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| 62 | fireSignal = false; |
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| 63 | timeSinceLastFire = 0.0; |
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| 64 | |
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| 65 | gravityAcceleration = 8.0; |
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| 66 | mouseFactor_ = 75.0; |
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| 67 | maxFireRate = 0.3; |
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| 68 | } |
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| 69 | |
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| 70 | /** |
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| 71 | @brief |
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| 72 | Method to create a JumpCenterpoint through XML. |
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| 73 | */ |
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| 74 | void JumpFigure::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 75 | { |
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| 76 | SUPER(JumpFigure, XMLPort, xmlelement, mode); |
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| 77 | XMLPortParam(JumpFigure, "mouseFactor", setMouseFactor, getMouseFactor, xmlelement, mode); |
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| 78 | } |
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| 79 | |
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| 80 | /** |
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| 81 | @brief |
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| 82 | Is called each tick. |
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| 83 | Moves the bat. |
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| 84 | @param dt |
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| 85 | The time since last tick. |
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| 86 | */ |
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| 87 | void JumpFigure::tick(float dt) |
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| 88 | { |
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| 89 | SUPER(JumpFigure, tick, dt); |
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| 90 | |
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| 91 | // If the bat is controlled (but not over the network). |
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| 92 | if (this->hasLocalController()) |
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| 93 | { |
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| 94 | timeSinceLastFire += dt; |
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| 95 | |
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| 96 | /*if (this->movement_ != 0) |
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| 97 | { |
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| 98 | // The absolute value of the movement is restricted to be lesser or equal than the speed of the bat. |
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| 99 | this->movement_ = clamp(this->movement_, -1.0f, 1.0f) * this->speed_; |
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| 100 | |
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| 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. |
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| 102 | if (this->bMoveLocal_) |
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| 103 | this->setVelocity(this->getOrientation() * Vector3(this->movement_, 0, 0)); |
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| 104 | else |
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| 105 | this->setVelocity(0, 0, this->movement_); |
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| 106 | |
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| 107 | this->movement_ = 0; |
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| 108 | this->bSteadiedPosition_ = false; |
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| 109 | } |
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| 110 | // If there is no movement but the position has not been steadied, the velocity is set to zero and the position is reaffirmed. |
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| 111 | else if (!this->bSteadiedPosition_) |
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| 112 | { |
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| 113 | // To ensure network synchronicity |
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| 114 | this->setVelocity(0, 0, 0); |
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| 115 | this->setPosition(this->getPosition()); |
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| 116 | this->bSteadiedPosition_ = true; |
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| 117 | }*/ |
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| 118 | |
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| 119 | |
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| 120 | Vector3 velocity = getVelocity(); |
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| 121 | |
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| 122 | velocity.z -= gravityAcceleration; |
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| 123 | |
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| 124 | /*if (moveLeftPressed == true) |
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| 125 | { |
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| 126 | velocity.x = -accelerationFactor; |
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| 127 | moveLeftPressed = false; |
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| 128 | } |
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| 129 | if (moveRightPressed == true) |
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| 130 | { |
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| 131 | velocity.x = accelerationFactor; |
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| 132 | moveRightPressed = false; |
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| 133 | }*/ |
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| 134 | |
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| 135 | velocity.x = -mouseFactor_*horizontalSpeed; |
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| 136 | |
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| 137 | if (moveUpPressed == true) |
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| 138 | { |
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| 139 | velocity.z = 200.0f; |
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| 140 | moveUpPressed = false; |
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| 141 | } |
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| 142 | if (moveDownPressed == true) |
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| 143 | { |
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| 144 | moveDownPressed = false; |
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| 145 | } |
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| 146 | |
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| 147 | setVelocity(velocity); |
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| 148 | |
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| 149 | if (firePressed && timeSinceLastFire >= maxFireRate) |
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| 150 | { |
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| 151 | firePressed = false; |
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| 152 | timeSinceLastFire = 0.0; |
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| 153 | fireSignal = true; |
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| 154 | //orxout() << "fired signal set" << endl; |
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| 155 | } |
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| 156 | } |
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| 157 | |
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| 158 | Vector3 position = this->getPosition(); |
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| 159 | |
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| 160 | if (position.x < -fieldWidth_*1.1) |
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| 161 | { |
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| 162 | position.x = fieldWidth_*1.1; |
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| 163 | } |
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| 164 | else if (position.x > fieldWidth_*1.1) |
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| 165 | { |
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| 166 | position.x = -fieldWidth_*1.1; |
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| 167 | } |
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| 168 | |
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| 169 | this->setPosition(position); |
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| 170 | |
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| 171 | moveUpPressed = false; |
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| 172 | moveDownPressed = false; |
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| 173 | moveLeftPressed = false; |
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| 174 | moveDownPressed = false; |
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| 175 | firePressed = false; |
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| 176 | } |
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| 177 | |
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| 178 | void JumpFigure::JumpFromPlatform(JumpPlatform* platform) |
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| 179 | { |
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| 180 | Vector3 velocity = getVelocity(); |
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| 181 | velocity.z = 200.0f; |
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| 182 | setVelocity(velocity); |
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| 183 | } |
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| 184 | |
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| 185 | |
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| 186 | /** |
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| 187 | @brief |
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| 188 | Overloaded the function to steer the bat up and down. |
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| 189 | @param value |
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| 190 | A vector whose first component is the inverse direction in which we want to steer the bat. |
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| 191 | */ |
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| 192 | void JumpFigure::moveFrontBack(const Vector2& value) |
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| 193 | { |
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| 194 | if (value.x > 0) |
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| 195 | { |
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| 196 | //orxout() << "up pressed" << endl; |
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| 197 | moveUpPressed = true; |
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| 198 | moveDownPressed = false; |
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| 199 | } |
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| 200 | else |
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| 201 | { |
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| 202 | //orxout() << "down pressed" << endl; |
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| 203 | moveUpPressed = false; |
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| 204 | moveDownPressed = true; |
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| 205 | } |
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| 206 | } |
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| 207 | |
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| 208 | /** |
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| 209 | @brief |
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| 210 | Overloaded the function to steer the bat up and down. |
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| 211 | @param value |
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| 212 | A vector whose first component is the direction in which we wnat to steer the bat. |
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| 213 | */ |
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| 214 | void JumpFigure::moveRightLeft(const Vector2& value) |
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| 215 | { |
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| 216 | if (value.x > 0) |
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| 217 | { |
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| 218 | //orxout() << "right pressed" << endl; |
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| 219 | moveLeftPressed = false; |
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| 220 | moveRightPressed = true; |
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| 221 | } |
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| 222 | else |
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| 223 | { |
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| 224 | //orxout() << "left pressed" << endl; |
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| 225 | moveLeftPressed = true; |
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| 226 | moveRightPressed = false; |
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| 227 | } |
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| 228 | /*this->bMoveLocal_ = true; |
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| 229 | this->movement_ = value.x;*/ |
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| 230 | } |
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| 231 | |
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| 232 | void JumpFigure::rotateYaw(const Vector2& value) |
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| 233 | { |
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| 234 | horizontalSpeed = value.x; |
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| 235 | |
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| 236 | } |
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| 237 | |
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| 238 | void JumpFigure::rotatePitch(const Vector2& value) |
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| 239 | { |
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| 240 | |
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| 241 | |
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| 242 | } |
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| 243 | |
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| 244 | void JumpFigure::rotateRoll(const Vector2& value) |
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| 245 | { |
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| 246 | |
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| 247 | |
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| 248 | } |
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| 249 | |
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| 250 | void JumpFigure::fired(unsigned int firemode) |
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| 251 | { |
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| 252 | orxout() << "fire pressed" << endl; |
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| 253 | firePressed = true; |
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| 254 | } |
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| 255 | } |
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