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 | * ... |
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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 TetrisBrick.cc |
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31 | @brief Implementation of the TetrisBrick class. |
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32 | */ |
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33 | |
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34 | #include "TetrisBrick.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 | #include "TetrisCenterpoint.h" |
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40 | #include "TetrisStone.h" |
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41 | #include "Tetris.h" |
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42 | #include "util/Math.h" |
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43 | |
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44 | namespace orxonox |
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45 | { |
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46 | CreateFactory(TetrisBrick); |
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47 | |
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48 | /** |
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49 | @brief |
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50 | Constructor. Registers and initializes the object. |
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51 | @ingroup Tetris |
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52 | */ |
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53 | TetrisBrick::TetrisBrick(BaseObject* creator): ControllableEntity(creator) |
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54 | { |
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55 | RegisterObject(TetrisBrick); |
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56 | this->shapeIndex_ = static_cast<unsigned int>(rnd(7.0f)); //<! random number between 0 and 7 |
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57 | this->stonesPerBrick_ = 4; //<! most tetris bricks is formed by 4 stones |
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58 | this->delay_ = false; |
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59 | this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisBrick::enableMovement, this))); |
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60 | this->lockRotation_ = false; |
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61 | this->tetris_ = this->getTetris(); |
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62 | this->size_ = 10.0f; //TODO: fix this via this->tetris_->center_->getStoneSize(); |
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63 | this->rotationCount_ = 0; |
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64 | this->createBrick(); //<! create a whole new Brick; |
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65 | } |
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66 | |
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67 | /** |
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68 | @brief |
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69 | This function partly initializes a TetrisBrick as an array of TetrisStones |
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70 | */ |
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71 | void TetrisBrick::createBrick(void) |
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72 | { //Index 0 : single stone, 1 : 4 in a row; 2: 4-Block right shifted; 3: 'T' 4: 4-Block left shifted; |
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73 | //Index 5 : 4-Block; 6 : 'L'; 7 : mirrored 'L'; |
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74 | if(this->shapeIndex_ == 0) |
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75 | this->stonesPerBrick_ = 1; |
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76 | for (unsigned int i = 0; i < this->stonesPerBrick_; i++) |
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77 | { |
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78 | // Create a new stone and add it to the brick. |
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79 | TetrisStone* stone = new TetrisStone(this); |
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80 | stone->setHealth(1.0f); |
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81 | this->brickStones_.push_back(stone); |
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82 | this->attach(stone); |
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83 | this->formBrick(stone, i); |
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84 | if(this->tetris_ != NULL) |
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85 | { |
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86 | stone->setGame(this->tetris_); |
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87 | if(this->tetris_->getCenterpoint() != NULL) |
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88 | stone->addTemplate(this->tetris_->getCenterpoint()->getStoneTemplate()); |
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89 | else |
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90 | orxout()<< "tetris_->getCenterpoint == NULL in TetrisBrick.cc"<< endl; |
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91 | } |
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92 | else |
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93 | orxout()<< "tetris_ == NULL in TetrisBrick.cc"<< endl; |
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94 | } |
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95 | } |
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96 | |
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97 | /** |
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98 | @brief |
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99 | This function creates the shape of a TetrisBrick. ! Spaghetti-Code ! |
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100 | @param i |
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101 | The stone's number. |
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102 | @param stone |
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103 | The TetrisStone that is placed relative to the brick's position. |
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104 | */ |
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105 | void TetrisBrick::formBrick(TetrisStone* stone, unsigned int i) |
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106 | { |
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107 | if(i == 0) //setting the first stone as |
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108 | { |
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109 | stone->setPosition(0.0f, 0.0f, 0.0f); |
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110 | } |
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111 | else if(i == 1) |
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112 | { |
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113 | stone->setPosition(0.0f, size_, 0.0f); |
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114 | } |
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115 | else if(i == 2) |
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116 | { |
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117 | if(this->shapeIndex_ == 1 || this->shapeIndex_ == 6 || this->shapeIndex_ == 7) |
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118 | { |
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119 | stone->setPosition(0.0f, 2*size_, 0.0f); |
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120 | } |
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121 | else if(this->shapeIndex_ == 3 || this->shapeIndex_ == 4|| this->shapeIndex_ == 5) |
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122 | { |
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123 | stone->setPosition(size_, 0, 0.0f); |
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124 | } |
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125 | else if(this->shapeIndex_ == 2) |
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126 | { |
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127 | stone->setPosition(-size_, 0, 0.0f); |
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128 | } |
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129 | } |
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130 | else if(i == 3) |
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131 | { |
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132 | if(this->shapeIndex_ == 2 || this->shapeIndex_ == 5) |
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133 | { |
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134 | stone->setPosition(size_, size_, 0.0f); |
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135 | } |
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136 | else if(this->shapeIndex_ == 1) |
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137 | { |
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138 | stone->setPosition(0, 3*size_, 0.0f); |
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139 | } |
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140 | else if(this->shapeIndex_ == 3 || this->shapeIndex_ == 7) |
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141 | { |
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142 | stone->setPosition(-size_, 0, 0.0f); |
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143 | } |
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144 | else if(this->shapeIndex_ == 4) |
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145 | { |
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146 | stone->setPosition(-size_, size_, 0.0f); |
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147 | } |
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148 | else if(this->shapeIndex_ == 6) |
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149 | { |
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150 | stone->setPosition(size_, 0, 0.0f); |
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151 | } |
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152 | } |
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153 | } |
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154 | |
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155 | bool TetrisBrick::isValidMove(const Vector3& position, bool isRotation = false) |
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156 | { |
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157 | return this->tetris_->isValidMove(this,position, isRotation); |
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158 | } |
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159 | |
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160 | TetrisStone* TetrisBrick::getStone(unsigned int i) |
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161 | { |
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162 | if(i < this->brickStones_.size()) |
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163 | return this->brickStones_[i]; |
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164 | else return NULL; |
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165 | } |
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166 | |
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167 | |
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168 | Tetris* TetrisBrick::getTetris() |
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169 | { |
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170 | if (this->getGametype() != NULL && this->getGametype()->isA(Class(Tetris))) |
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171 | { |
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172 | Tetris* tetrisGametype = orxonox_cast<Tetris*>(this->getGametype().get()); |
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173 | return tetrisGametype; |
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174 | } |
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175 | return NULL; |
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176 | } |
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177 | //TODO: refactor this function; is not needed if brickstones are added to Tetris::stones_ after collision. |
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178 | bool TetrisBrick::contains(TetrisStone* stone) |
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179 | { |
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180 | for(unsigned int i = 0; i < brickStones_.size(); i++) |
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181 | { |
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182 | if(stone == brickStones_[i]) |
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183 | return true; |
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184 | } |
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185 | return false; |
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186 | } |
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187 | |
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188 | /** |
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189 | @brief |
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190 | Overloaded the function to rotate the Brick. |
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191 | @param value |
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192 | A vector whose first component is the angle by which to rotate. |
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193 | */ |
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194 | void TetrisBrick::moveFrontBack(const Vector2& value) |
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195 | { |
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196 | if(value.x < 0) //speedup on key down |
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197 | { |
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198 | this->setVelocity(this->getVelocity()*1.1); |
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199 | } |
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200 | else if(!this->lockRotation_) //rotate when key up is pressed |
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201 | { |
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202 | if(!isValidMove(this->getPosition(), true)) //catch illegal rotations |
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203 | return; |
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204 | this->lockRotation_ = true; // multiple calls of this function have to be filtered out. |
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205 | this->rotationTimer_.setTimer(0.1f, false, createExecutor(createFunctor(&TetrisBrick::unlockRotation, this))); |
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206 | Quaternion q(Degree(90), Vector3::UNIT_Z); |
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207 | this->setOrientation(this->getOrientation()*q); //rotation: roll 90° |
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208 | this->rotationCount_ = (this->rotationCount_ + 1) % 4; |
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209 | } |
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210 | } |
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211 | |
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212 | /** |
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213 | @brief |
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214 | Overloaded the function to steer the Brick right and left |
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215 | @param value |
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216 | A vector whose first component is the direction in which we want to steer the Brick. |
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217 | */ |
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218 | void TetrisBrick::moveRightLeft(const Vector2& value) |
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219 | { |
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220 | if(!this->delay_) |
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221 | { |
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222 | const Vector3& position = this->getPosition(); |
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223 | Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z); |
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224 | if(!this->isValidMove(newPos)) |
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225 | return; |
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226 | |
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227 | this->setPosition(newPos); |
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228 | this->delay_ = true; |
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229 | this->delayTimer_.startTimer(); |
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230 | } |
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231 | } |
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232 | |
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233 | /** |
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234 | @brief |
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235 | Is called when the player changed. |
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236 | */ |
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237 | void TetrisBrick::changedPlayer() |
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238 | { |
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239 | this->setVelocity(0.0f, 0.0f, 0.0f); |
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240 | } |
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241 | |
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242 | /** |
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243 | @brief |
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244 | Attaches stones to the Centerpoint. |
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245 | */ |
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246 | void TetrisBrick::releaseStones(TetrisCenterpoint* center) |
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247 | { |
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248 | assert(this->tetris_); |
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249 | for(unsigned int i = 0; i < brickStones_.size(); i++) |
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250 | { |
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251 | this->brickStones_[i]->detachFromParent(); |
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252 | this->brickStones_[i]->attachToParent(center); |
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253 | this->brickStones_[i]->setPosition(this->getPosition()+this->tetris_->rotateVector(this->brickStones_[i]->getPosition(),this->rotationCount_ )); |
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254 | } |
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255 | |
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256 | } |
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257 | |
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258 | } |
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