1 | /* |
---|
2 | * ORXONOX - the hottest 3D action shooter ever to exist |
---|
3 | * > www.orxonox.net < |
---|
4 | * |
---|
5 | * |
---|
6 | * License notice: |
---|
7 | * |
---|
8 | * This program is free software; you can redistribute it and/or |
---|
9 | * modify it under the terms of the GNU General Public License |
---|
10 | * as published by the Free Software Foundation; either version 2 |
---|
11 | * of the License, or (at your option) any later version. |
---|
12 | * |
---|
13 | * This program is distributed in the hope that it will be useful, |
---|
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
---|
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
---|
16 | * GNU General Public License for more details. |
---|
17 | * |
---|
18 | * You should have received a copy of the GNU General Public License |
---|
19 | * along with this program; if not, write to the Free Software |
---|
20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
---|
21 | * |
---|
22 | * Author: |
---|
23 | * Oli Scheuss |
---|
24 | * Co-authors: |
---|
25 | * Damian 'Mozork' Frick |
---|
26 | * |
---|
27 | */ |
---|
28 | |
---|
29 | #include "AutonomousDroneController.h" |
---|
30 | #include "worldentities/AutonomousDrone.h" |
---|
31 | #include "util/Math.h" |
---|
32 | #include <core/input/InputManager.h> |
---|
33 | #include <core/input/InputHandler.h> |
---|
34 | #include <core/input/InputState.h> |
---|
35 | |
---|
36 | namespace orxonox |
---|
37 | { |
---|
38 | |
---|
39 | /** |
---|
40 | @brief |
---|
41 | Constructor. |
---|
42 | @param context |
---|
43 | The context of this object. |
---|
44 | */ |
---|
45 | RegisterClass(AutonomousDroneController); |
---|
46 | |
---|
47 | float time=0; |
---|
48 | AutonomousDroneController::AutonomousDroneController(Context* context) : Controller(context) |
---|
49 | { |
---|
50 | //TODO: Place your code here: |
---|
51 | // Make sure to register the object and create the factory. |
---|
52 | RegisterObject(AutonomousDroneController); |
---|
53 | // This checks that our context really is a drone |
---|
54 | // and saves the pointer to the drone for the controlling commands |
---|
55 | /* NOTE from Sandro: This is currently broken */ |
---|
56 | //AutonomousDrone* drone = dynamic_cast<AutonomousDrone*>(context); |
---|
57 | //assert(drone != NULL); |
---|
58 | //this->setControllableEntity(drone); |
---|
59 | } |
---|
60 | |
---|
61 | /** |
---|
62 | @brief |
---|
63 | Destructor. |
---|
64 | */ |
---|
65 | AutonomousDroneController::~AutonomousDroneController() |
---|
66 | { |
---|
67 | |
---|
68 | } |
---|
69 | |
---|
70 | /** |
---|
71 | @brief |
---|
72 | The controlling happens here. This method defines what the controller has to do each tick. |
---|
73 | @param dt |
---|
74 | The duration of the tick. |
---|
75 | */ |
---|
76 | void AutonomousDroneController::tick(float dt) |
---|
77 | { |
---|
78 | /* NOTE: Ugly hack by Sandro to make the tutorial work for the moment. |
---|
79 | * This will be reverted once the framework update is complete |
---|
80 | */ |
---|
81 | //AutonomousDrone *myDrone = static_cast<AutonomousDrone*>(this->getControllableEntity()); |
---|
82 | ObjectList<AutonomousDrone>::iterator it = ObjectList<AutonomousDrone>::begin(); |
---|
83 | |
---|
84 | //TODO: Place your code here: |
---|
85 | // Steering commands |
---|
86 | // You can use the commands provided by the AutonomousDrone to steer it: |
---|
87 | // - moveFrontBack, moveRightLeft, moveUpDown |
---|
88 | // - rotatePitch, rotateYaw, rotateRoll |
---|
89 | // You will see, that the AutonomousDrone has two variants for each of these commands, one with a vector as input and one with just a float. Use the one with just the float as input. |
---|
90 | // Apply them to myDrone (e.g. myDrone->rotateYaw(..) ) |
---|
91 | time+=dt; |
---|
92 | it->moveUpDown(sin(time*5)*600*dt); |
---|
93 | it->rotateYaw(300*dt); |
---|
94 | it->setPrimaryThrust(150); |
---|
95 | it->moveFrontBack(1200*dt); |
---|
96 | IntVector2 abs(10,50); |
---|
97 | IntVector2 rel(50, 20); |
---|
98 | IntVector2 clippingSize(1680, 1050); |
---|
99 | InputManager * myIM = &(InputManager::getInstance()); |
---|
100 | InputState * gameState = myIM->getState("game"); |
---|
101 | gameState->mouseMoved(abs, rel, clippingSize); |
---|
102 | orxout()<<"I'm a huge faggot"; |
---|
103 | } |
---|
104 | |
---|
105 | |
---|
106 | |
---|
107 | } |
---|