[10114] | 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 InvaderShip.cc |
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| 31 | @brief Implementation of the InvaderShip class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "InvaderShip.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 "Invader.h" |
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| 39 | |
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| 40 | namespace orxonox |
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| 41 | { |
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| 42 | RegisterClass(InvaderShip); |
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| 43 | |
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| 44 | InvaderShip::InvaderShip(Context* context) : SpaceShip(context) |
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| 45 | { |
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| 46 | RegisterObject(InvaderShip); |
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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 | } |
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| 52 | |
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| 53 | void InvaderShip::tick(float dt) |
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| 54 | { |
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| 55 | Vector3 pos = getPosition(); |
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| 56 | |
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| 57 | //Movement calculation |
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| 58 | lastTimeFront += dt * damping; |
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| 59 | lastTimeLeft += dt * damping; |
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| 60 | lastTime += dt; |
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| 61 | |
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| 62 | velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f); |
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| 63 | velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f); |
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| 64 | |
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| 65 | //Execute movement |
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| 66 | if (this->hasLocalController()) |
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| 67 | { |
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| 68 | float dist_y = velocity.y * dt; |
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| 69 | float dist_x = velocity.x * dt; |
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| 70 | if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6) |
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| 71 | posforeward += dist_y; |
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| 72 | else |
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| 73 | { |
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| 74 | velocity.y = 0; |
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| 75 | // restart if game ended |
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| 76 | if (getGame()) |
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| 77 | if (getGame()->bEndGame) |
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| 78 | { |
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| 79 | getGame()->start(); |
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| 80 | return; |
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| 81 | } |
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| 82 | } |
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| 83 | if (pos.z + dist_x > 42*2.5 || pos.z + dist_x < -42*3) |
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| 84 | velocity.x = 0; |
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| 85 | pos += Vector3(1000 + velocity.y, 0, velocity.x) * dt; |
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| 86 | } |
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| 87 | |
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| 88 | // shoot! |
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| 89 | if (isFireing) |
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| 90 | ControllableEntity::fire(0); |
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| 91 | |
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| 92 | // Camera |
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| 93 | WeakPtr<Camera> camera = this->getCamera(); |
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| 94 | if (camera != NULL) |
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| 95 | { |
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| 96 | camera->setPosition(Vector3(-pos.z, -posforeward, 0)); |
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| 97 | camera->setOrientation(Vector3::UNIT_Z, Degree(90)); |
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| 98 | } |
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| 99 | |
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| 100 | |
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| 101 | |
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| 102 | // bring back on track! |
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| 103 | if(pos.y != 0) |
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| 104 | pos.y = 0; |
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| 105 | |
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| 106 | setPosition(pos); |
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| 107 | setOrientation(Vector3::UNIT_Y, Degree(270)); |
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| 108 | |
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| 109 | // Level up! |
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| 110 | if (pos.x > 42000) |
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| 111 | { |
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| 112 | updateLevel(); |
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| 113 | setPosition(Vector3(0, 0, pos.z)); // pos - Vector3(30000, 0, 0) |
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| 114 | } |
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| 115 | |
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| 116 | SUPER(InvaderShip, tick, dt); |
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| 117 | } |
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| 118 | |
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| 119 | void InvaderShip::updateLevel() |
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| 120 | { |
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| 121 | lastTime = 0; |
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| 122 | if (getGame()) |
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| 123 | getGame()->levelUp(); |
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| 124 | } |
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| 125 | |
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| 126 | void InvaderShip::moveFrontBack(const Vector2& value) |
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| 127 | { |
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| 128 | lastTimeLeft = 0; |
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| 129 | desiredVelocity.x = -value.x * speed; |
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| 130 | } |
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| 131 | |
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| 132 | void InvaderShip::moveRightLeft(const Vector2& value) |
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| 133 | { |
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| 134 | lastTimeFront = 0; |
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| 135 | desiredVelocity.y = value.y * speed * 42; |
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| 136 | } |
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| 137 | void InvaderShip::boost(bool bBoost) |
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| 138 | { |
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| 139 | isFireing = bBoost; |
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| 140 | } |
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| 141 | inline bool InvaderShip::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint) |
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| 142 | { |
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| 143 | // orxout() << "touch!!! " << endl; //<< otherObject << " at " << contactPoint; |
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| 144 | WeakPtr<InvaderEnemy> enemy = orxonox_cast<InvaderEnemy*>(otherObject); |
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| 145 | WeakPtr<Projectile> shot = orxonox_cast<Projectile*>(otherObject); |
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| 146 | // ensure that this gets only called once per enemy. |
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| 147 | if (enemy != NULL && lastEnemy != enemy) |
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| 148 | { |
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| 149 | lastEnemy = enemy; |
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| 150 | |
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| 151 | removeHealth(20); |
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| 152 | if (getGame()) |
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| 153 | { |
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| 154 | getGame()->multiplier = 1; |
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| 155 | } |
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| 156 | } |
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| 157 | // was shot, decrease multiplier |
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| 158 | else if (shot != NULL && lastShot != shot) |
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| 159 | { |
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| 160 | if (getGame() && orxonox_cast<InvaderEnemy*>(shot->getShooter()) != NULL) |
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| 161 | { |
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| 162 | if (getGame()->multiplier > 1) |
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| 163 | { |
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| 164 | lastShot = shot; |
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| 165 | getGame()->multiplier -= 1; |
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| 166 | } |
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| 167 | } |
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| 168 | } |
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| 169 | return false; |
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| 170 | // SUPER(InvaderShip, collidesAgainst, otherObject, contactPoint); |
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| 171 | } |
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| 172 | |
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| 173 | WeakPtr<Invader> InvaderShip::getGame() |
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| 174 | { |
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| 175 | if (game == NULL) |
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| 176 | { |
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| 177 | for (ObjectList<Invader>::iterator it = ObjectList<Invader>::begin(); it != ObjectList<Invader>::end(); ++it) |
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| 178 | game = *it; |
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| 179 | } |
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| 180 | return game; |
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| 181 | } |
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| 182 | |
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| 183 | void InvaderShip::death() |
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| 184 | { |
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| 185 | getGame()->costLife(); |
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| 186 | SpaceShip::death(); |
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| 187 | } |
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| 188 | } |
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