/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Florian Zinggeler * Co-authors: * ... * */ /** @file DodgeRaceShip.cc @brief Implementation of the DodgeRaceShip class. */ #include "DodgeRaceShip.h" namespace orxonox { RegisterClass(DodgeRaceShip); DodgeRaceShip::DodgeRaceShip(Context* context) : SpaceShip(context) { RegisterObject(DodgeRaceShip); speed = 800; isFireing = false; damping = 10; // not sure if has to be zero? lastTimeFront = 0; lastTimeLeft = 0; lastTime = 0; } void DodgeRaceShip::tick(float dt) { Vector3 pos = getPosition(); //Movement calculation lastTimeFront += dt * damping; lastTimeLeft += dt * damping; lastTime += dt; velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f); velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f); //Execute movement if (this->hasLocalController()) { float dist_y = velocity.y * dt; float dist_x = velocity.x * dt; if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6) posforeward += dist_y; else { velocity.y = 0; // restart if game ended /* if (getGame()) if (getGame()->bEndGame) { getGame()->start(); return; }*/ } /* if (pos.z + dist_x > 42*2.5 || pos.z + dist_x < -42*3) { velocity.x = 0; } */ pos += Vector3(1000 + velocity.y, 0, velocity.x) * dt; } // shoot! if (isFireing) { //pos += Vector3(900, 0, 0) * dt; //ControllableEntity::fire(0); } // Camera WeakPtr camera = this->getCamera(); if (camera != NULL) { // camera->setPosition(Vector3(-pos.z, -posforeward, 0)); camera->setOrientation(Vector3::UNIT_Z, Degree(0)); } // bring back on track! if(pos.y != 0) { pos.y = 0; } setPosition(pos); setOrientation(Vector3::UNIT_Y, Degree(270)); // Level up! if (pos.x > 42000) { updateLevel(); setPosition(Vector3(0, 0, pos.z)); // pos - Vector3(30000, 0, 0) } SUPER(DodgeRaceShip, tick, dt); } void DodgeRaceShip::updateLevel() { lastTime = 0; if (getGame()) getGame()->levelUp(); } void DodgeRaceShip::moveFrontBack(const Vector2& value) { //lastTimeFront = 0; //desiredVelocity.y = value.y * speed * 42; } void DodgeRaceShip::moveRightLeft(const Vector2& value) { lastTimeLeft = 0; desiredVelocity.x = value.x * speed; } void DodgeRaceShip::boost(bool bBoost) { //isFireing = bBoost; } inline bool DodgeRaceShip::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint) { /* if (otherObject != NULL && lastEntity != otherObject) { lastEntity = otherObject; removeHealth(20); } */ removeHealth(100); this->death(); return false; } WeakPtr DodgeRaceShip::getGame() { if (game == NULL) { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) { game = *it; } } return game; } void DodgeRaceShip::death() { getGame()->costLife(); SpaceShip::death(); } }