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source: code/trunk/src/modules/flappyorx/FlappyOrx.cc @ 12100

Last change on this file since 12100 was 11781, checked in by landauf, 7 years ago

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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 *      Leo Merholz
24 *      Pascal Schärli
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30/**
31    @file FlappyOrx.cc
32    @brief Implementation of the FlappyOrx class.
33*/
34
35#include "FlappyOrx.h"
36#include "Highscore.h"
37#include "core/CoreIncludes.h"
38
39
40#include "core/EventIncludes.h"
41#include "core/command/Executor.h"
42#include "core/config/ConfigValueIncludes.h"
43#include "core/XMLPort.h"
44#include "gamestates/GSLevel.h"
45#include "chat/ChatManager.h"
46
47// ! HACK
48#include "infos/PlayerInfo.h"
49
50#include "FlappyOrxShip.h"
51
52#include "core/command/ConsoleCommand.h"
53#include "worldentities/ExplosionPart.h"
54#include <vector>
55
56namespace orxonox
57{
58    RegisterUnloadableClass(FlappyOrx);
59
60    FlappyOrx::FlappyOrx(Context* context) : Deathmatch(context)
61    {
62        RegisterObject(FlappyOrx);
63
64        point = 0;                          //number of cleared tubes
65        bIsDead = true;
66        firstGame = true;                   //needed for the HUD
67
68        speedBase = 0;
69        speedIncrease = 0;
70        tubeDistanceBase = 0;
71        tubeDistanceIncrease = 0;
72        tubeDistance = 200.0f;                  //distance between tubes
73        tubeOffsetX = 500.0f;                    //tube offset (so that we can't see them spawn)
74
75        circlesUsed=0;
76        setHUDTemplate("FlappyOrxHUD");
77        scoreboardTemplate_ = "";
78    }
79   
80    void FlappyOrx::updatePlayerPos(float x){
81
82        //Spawn a new Tube when the spawn distance is reached
83        if(this->tubes.size()==0||x-tubes.back()+tubeOffsetX>tubeDistance){
84            spawnTube();
85            this->tubes.push(x+tubeOffsetX);
86        }
87        //Delete Tubes when we pass through them
88        if(this->tubes.size()!=0&&x>this->tubes.front()){
89            this->tubes.pop();
90            levelUp();
91        }
92        //Delete Asteroids which are not visible anymore
93        while(this->asteroids.size()!=0&&(this->asteroids.front())->getPosition().x<x-tubeOffsetX){
94            MovableEntity* deleteMe = asteroids.front();
95            asteroids.pop();
96            deleteMe->destroy();
97        }
98    }
99
100    //Gets called when we pass through a Tube
101    void FlappyOrx::levelUp(){
102        point++;
103        tubeDistance = tubeDistanceBase-tubeDistanceIncrease*point;            //smaller spawn Distance
104        getPlayer()->setSpeed(speedBase+speedIncrease*point);    //increase speed
105    }
106
107    //Returns our Ship
108    FlappyOrxShip* FlappyOrx::getPlayer(){
109        if (player == nullptr){
110            for (FlappyOrxShip* ship : ObjectList<FlappyOrxShip>()) {
111                player = ship;
112            }
113        }
114        return player;
115    }
116
117    //Spawn new Tube
118    void FlappyOrx::spawnTube(){
119        if (getPlayer() == nullptr)
120            return;
121
122        float space = 130.0f;    //vertical space between top and bottom tube
123        float height = (rnd()-0.5f)*(280.0f-space);  //Randomize height
124           
125        Vector3 pos = player->getPosition();
126
127        //create the two Asteroid fields (Tubes)
128        asteroidField(pos.x+tubeOffsetX,height-space/2,0.8f);  //bottom
129        asteroidField(pos.x+tubeOffsetX,height+space/2,-0.8f); //top
130    }
131
132    //Creates a new asteroid Field
133    void FlappyOrx::asteroidField(float x, float y, float slope){
134        float r = 20.0f;     //Radius of added Asteroids
135        int noadd = 0;  //how many times we failed to add a new asteroid
136
137        clearCircles();   //Delete Circles (we use circles to make sure we don't spawn two asteroids on top of eachother)
138        Circle newAsteroid = Circle();
139        newAsteroid.x=x;
140        newAsteroid.y=y;
141        newAsteroid.r=r;
142        addIfPossible(newAsteroid); //Add Asteroid at peak
143
144        //Fill up triangle with asteroids
145        while(noadd<5&&circlesUsed<NUM_CIRCLES){
146            if(slope>0)
147                newAsteroid.y=rnd(150+y)-150;   //create asteroid on bottom
148            else
149                newAsteroid.y=rnd(150-y)+y;     //create asteroid on top
150           
151            newAsteroid.x=x+(rnd()-0.5f)*(y-newAsteroid.y)/slope;
152            newAsteroid.r=r;
153           
154            int i = addIfPossible(newAsteroid); //Add Asteroid if it doesn't collide
155            if(i==0)
156                noadd++;
157            else if(i==2)
158                noadd=5;
159        }
160    }
161
162    //Create a new Asteroid
163    void FlappyOrx::createAsteroid(Circle &c){
164        MovableEntity* newAsteroid = new MovableEntity(player->getContext());
165
166        //Add Model fitting the Size of the Asteroid
167        if(c.r<=5)
168            newAsteroid->addTemplate(Asteroid5[rand()%NUM_ASTEROIDS]);
169        else if(c.r<=10)
170            newAsteroid->addTemplate(Asteroid10[rand()%NUM_ASTEROIDS]);
171        else if(c.r<=15)
172            newAsteroid->addTemplate(Asteroid15[rand()%NUM_ASTEROIDS]);
173        else
174            newAsteroid->addTemplate(Asteroid20[rand()%NUM_ASTEROIDS]);
175       
176        //Set position
177        newAsteroid->setPosition(Vector3(c.x, 0, c.y));
178
179        //Randomize orientation
180        newAsteroid->setOrientation(Vector3::UNIT_Z, Degree(rnd(360)));
181        newAsteroid->setOrientation(Vector3::UNIT_Y, Degree(rnd(360)));
182
183        //add to Queue (so that we can delete it again)
184        asteroids.push(newAsteroid);
185    }
186
187    //Deletes Asteroids array which stores all the circles used to make sure no asteroids collide when spawning
188    void FlappyOrx::clearCircles(){
189        circlesUsed=0;
190        for(int i = 0; i<NUM_CIRCLES; i++){
191            circles[i].r=0;
192        }
193    }
194
195    //checks if two circles collide
196    bool FlappyOrx::circleCollision(Circle &c1, Circle &c2){
197        if(c1.r<=0 || c2.r<=0)
198            return false;
199        float x = c1.x - c2.x;
200        float y = c1.y - c2.y;
201        float r = c1.r + c2.r;
202
203        return x*x+y*y<r*r*1.5;
204    }
205
206    //Adds a circle if its not colliding
207    int FlappyOrx::addIfPossible(Circle c){
208        int i;
209        for(i=0; i<NUM_CIRCLES && this->circles[i].r!=0 && c.r>0;i++){
210            while(circleCollision(c,this->circles[i])){
211                c.r-=5; //when it collides, try to make it smaller
212            }
213        }
214        if(c.r<=0){
215            return 0;
216        }
217        circlesUsed++;
218        this->circles[i].x=c.x;
219        this->circles[i].y=c.y;
220        this->circles[i].r=c.r;
221        createAsteroid(c);
222        return 1;
223    }
224
225    bool FlappyOrx::isDead(){
226        return bIsDead;
227    }
228
229    void FlappyOrx::setDead(bool value){
230        bIsDead = value;
231        if(not value){
232            point = -1;
233            levelUp();
234        }
235    }
236
237    void FlappyOrx::start()
238    {
239        // Set variable to temporarily force the player to spawn.
240        this->bForceSpawn_ = true;
241
242        // Call start for the parent class.
243        Deathmatch::start();
244    }
245
246    //RIP
247    void FlappyOrx::death(){
248        bIsDead = true;
249        firstGame = false;
250       
251        //Set randomized deathmessages
252        if(point<7)         sDeathMessage = DeathMessage7[rand()%(DeathMessage7.size())];
253        else if(point<20)   sDeathMessage = DeathMessage20[rand()%(DeathMessage20.size())];
254        else if(point<30)   sDeathMessage = DeathMessage30[rand()%(DeathMessage30.size())];
255        else                sDeathMessage = DeathMessageover30[rand()%(DeathMessageover30.size())];
256       
257        //Update Highscore
258        if (Highscore::exists())
259        {
260            int score = this->getPoints();
261            Highscore::getInstance().storeScore("Flappy Orx", score, this->getPlayer()->getPlayer());
262        }
263
264        //Delete all Tubes and asteroids
265        while (!tubes.empty()){
266            tubes.pop();
267        }
268        while (!asteroids.empty()){
269            MovableEntity* deleteMe = asteroids.front();
270            asteroids.pop();
271            deleteMe->destroy();
272        }
273    }
274
275    void FlappyOrx::end()
276    {
277        GSLevel::startMainMenu();
278    }
279}
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