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 | * Florian Zinggeler |
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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 JumpShip.cc |
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31 | @brief Implementation of the JumpShip class. |
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32 | */ |
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33 | |
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34 | #include "JumpShip.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 | #include "Jump.h" |
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39 | |
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40 | namespace orxonox |
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41 | { |
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42 | RegisterClass(JumpShip); |
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43 | |
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44 | JumpShip::JumpShip(Context* context) : SpaceShip(context) |
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45 | { |
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46 | RegisterObject(JumpShip); |
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47 | |
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48 | //speed = 500; |
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49 | //isFireing = false; |
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50 | //damping = 10; |
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51 | leftPressed = false; |
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52 | rightPressed = false; |
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53 | upPressed = false; |
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54 | downPressed = false; |
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55 | |
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56 | yScreenPosition = 0; |
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57 | yVelocity = 0; |
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58 | } |
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59 | |
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60 | void JumpShip::tick(float dt) |
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61 | { |
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62 | Vector3 movement(0,0,0); |
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63 | Vector3 shipPosition = getPosition(); |
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64 | |
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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 | velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f); |
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72 | velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f); |
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73 | |
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74 | //Execute movement |
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75 | if (this->hasLocalController()) |
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76 | { |
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77 | float dist_y = velocity.y * dt; |
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78 | float dist_x = velocity.x * dt; |
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79 | if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6) |
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80 | posforeward += dist_y; |
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81 | else |
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82 | { |
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83 | velocity.y = 0; |
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84 | // restart if game ended |
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85 | if (getGame()) |
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86 | if (getGame()->bEndGame) |
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87 | { |
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88 | getGame()->start(); |
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89 | return; |
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90 | } |
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91 | } |
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92 | if (pos.z + dist_x > 42*2.5 || pos.z + dist_x < -42*3) |
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93 | velocity.x = 0; |
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94 | pos += Vector3(1000 + velocity.y, 0, velocity.x) * dt; |
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95 | |
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96 | } |
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97 | |
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98 | // shoot! |
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99 | if (isFireing) |
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100 | ControllableEntity::fire(0); |
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101 | */ |
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102 | // Camera |
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103 | |
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104 | |
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105 | |
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106 | |
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107 | /* |
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108 | // bring back on track! |
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109 | if(pos.y != 0) |
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110 | pos.y = 0; |
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111 | |
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112 | setPosition(pos); |
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113 | setOrientation(Vector3::UNIT_Y, Degree(270)); |
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114 | |
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115 | // Level up! |
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116 | if (pos.x > 42000) |
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117 | { |
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118 | updateLevel(); |
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119 | setPosition(Vector3(0, 0, pos.z)); // pos - Vector3(30000, 0, 0) |
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120 | } |
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121 | */ |
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122 | |
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123 | // Berechne Bewegung anhand der Eingabe |
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124 | if (leftPressed == true) |
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125 | { |
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126 | movement -= Vector3(xVelocity, 0, 0); |
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127 | leftPressed = false; |
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128 | } |
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129 | else if (rightPressed == true) |
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130 | { |
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131 | movement += Vector3(xVelocity, 0, 0); |
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132 | rightPressed = false; |
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133 | } |
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134 | |
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135 | if (upPressed == true) |
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136 | { |
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137 | //movement += Vector3(0, xVelocity, 0); |
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138 | yVelocity = ySpeedAfterJump; |
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139 | upPressed = false; |
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140 | } |
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141 | else if (downPressed == true) |
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142 | { |
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143 | platform = new JumpPlatform(getContext()); |
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144 | platform->setPosition(Vector3(0, 0, 0)); |
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145 | platform->setVelocity(Vector3(0, 0, 0)); |
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146 | platform->setScale(100); |
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147 | |
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148 | movement -= Vector3(0, 0, 0); |
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149 | downPressed = false; |
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150 | } |
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151 | |
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152 | movement += Vector3(0, yVelocity, 0); |
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153 | yVelocity -= yAcceleration; |
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154 | |
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155 | // Skalierung der Bewegung je nach vergangener Zeit |
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156 | movement *= dt; |
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157 | |
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158 | // Verschiebe das Schiff um den berechneten Vektor movement und verhindere Verlassen des Bildschrims |
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159 | shipPosition.x = clamp(shipPosition.x + movement.x, -xBoundary, xBoundary); |
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160 | shipPosition.y += movement.y; |
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161 | |
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162 | setPosition(shipPosition); |
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163 | |
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164 | // Bildschirmposition kann nur nach oben verschoben werden |
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165 | if (shipPosition.y > yScreenPosition) |
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166 | { |
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167 | yScreenPosition = shipPosition.y; |
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168 | } |
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169 | |
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170 | // Kameraposition nachfuehren |
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171 | if (camera == NULL) |
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172 | { |
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173 | camera = getCamera(); |
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174 | } |
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175 | if (camera != NULL) |
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176 | { |
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177 | |
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178 | camera->setPosition(Vector3(-shipPosition.x, yScreenPosition-shipPosition.y, 100)); |
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179 | //camera->setOrientation(Vector3::UNIT_Z, Degree(180)); |
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180 | } |
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181 | |
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182 | SUPER(JumpShip, tick, dt); |
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183 | } |
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184 | /* |
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185 | void JumpShip::updateLevel() |
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186 | { |
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187 | lastTime = 0; |
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188 | if (getGame()) |
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189 | getGame()->levelUp(); |
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190 | }*/ |
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191 | |
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192 | void JumpShip::moveFrontBack(const Vector2& value) |
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193 | { |
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194 | if (value.y < 0) |
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195 | { |
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196 | downPressed = true; |
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197 | } |
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198 | else if (value.y > 0) |
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199 | { |
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200 | upPressed = true; |
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201 | } |
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202 | //lastTimeLeft = 0; |
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203 | //desiredVelocity.x = -value.x * speed; |
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204 | } |
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205 | |
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206 | void JumpShip::moveRightLeft(const Vector2& value) |
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207 | { |
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208 | if (value.x < 0) |
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209 | { |
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210 | leftPressed = true; |
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211 | } |
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212 | else if (value.x > 0) |
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213 | { |
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214 | rightPressed = true; |
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215 | } |
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216 | //lastTimeFront = 0; |
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217 | //desiredVelocity.y = value.y * speed * 42; |
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218 | } |
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219 | |
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220 | /* |
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221 | void JumpShip::boost(bool bBoost) |
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222 | { |
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223 | isFireing = bBoost; |
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224 | } |
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225 | inline bool JumpShip::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint) |
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226 | { |
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227 | // orxout() << "touch!!! " << endl; //<< otherObject << " at " << contactPoint; |
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228 | WeakPtr<JumpEnemy> enemy = orxonox_cast<JumpEnemy*>(otherObject); |
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229 | WeakPtr<Projectile> shot = orxonox_cast<Projectile*>(otherObject); |
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230 | // ensure that this gets only called once per enemy. |
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231 | if (enemy != NULL && lastEnemy != enemy) |
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232 | { |
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233 | lastEnemy = enemy; |
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234 | |
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235 | removeHealth(20); |
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236 | if (getGame()) |
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237 | { |
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238 | getGame()->multiplier = 1; |
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239 | } |
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240 | } |
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241 | // was shot, decrease multiplier |
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242 | else if (shot != NULL && lastShot != shot) |
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243 | { |
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244 | if (getGame() && orxonox_cast<JumpEnemy*>(shot->getShooter()) != NULL) |
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245 | { |
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246 | if (getGame()->multiplier > 1) |
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247 | { |
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248 | lastShot = shot; |
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249 | getGame()->multiplier -= 1; |
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250 | } |
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251 | } |
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252 | } |
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253 | return false; |
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254 | // SUPER(JumpShip, collidesAgainst, otherObject, contactPoint); |
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255 | } |
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256 | |
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257 | void JumpShip::death() |
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258 | { |
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259 | getGame()->costLife(); |
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260 | SpaceShip::death(); |
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261 | } |
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262 | */ |
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263 | WeakPtr<Jump> JumpShip::getGame() |
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264 | { |
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265 | if (game == NULL) |
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266 | { |
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267 | for (ObjectList<Jump>::iterator it = ObjectList<Jump>::begin(); it != ObjectList<Jump>::end(); ++it) |
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268 | { |
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269 | game = *it; |
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270 | } |
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271 | } |
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272 | return game; |
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273 | } |
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274 | |
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275 | } |
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