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 | * Julien Kindle |
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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 SOBFigure.cc |
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31 | @brief This class represents your figure when you play the minigame. Here the movement of the figure, activating items, ... are handled. |
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32 | */ |
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33 | |
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34 | #include "SOBFigure.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 "graphics/Model.h" |
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39 | #include "graphics/Camera.h" |
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40 | #include "graphics/ParticleSpawner.h" |
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41 | |
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42 | #include "SOBMushroom.h" |
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43 | #include "SOBGumba.h" |
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44 | #include "SOB.h" |
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45 | #include "SOBFlagstone.h" |
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46 | #include "SOBCastlestone.h" |
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47 | #include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h> |
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48 | |
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49 | namespace orxonox |
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50 | { |
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51 | RegisterClass(SOBFigure); |
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52 | |
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53 | SOBFigure::SOBFigure(Context* context) : ControllableEntity(context) |
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54 | { |
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55 | RegisterObject(SOBFigure); |
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56 | |
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57 | // initialize variables |
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58 | gravityAcceleration_ = 350.0; |
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59 | |
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60 | //Vars for movement of player |
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61 | moveUpPressed_ = false; |
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62 | moveDownPressed_ = false; |
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63 | moveLeftPressed_ = false; |
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64 | moveDownPressed_ = false; |
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65 | firePressed_ = false; |
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66 | collDisZ_ = 0; |
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67 | //Times and turning |
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68 | timeSinceLastFire_ = 0.0; |
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69 | lastSpeed_z = 0.0; |
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70 | pitch_ = 0.0; |
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71 | timeCounter_ = 0; |
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72 | |
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73 | //Properties of player |
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74 | gotPowerUp_ = false; |
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75 | isColliding_ = true; |
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76 | particlespawner_ = NULL; |
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77 | |
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78 | //Properties of players life |
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79 | predead_ = false; |
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80 | dead_ = false; |
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81 | lvlEnded_ = false; |
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82 | reachedLvlEndState_ = 0; |
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83 | |
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84 | |
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85 | setAngularFactor(0.0); //Means player doesn't turn on collision, so he doesn't fall over while walking over the ground |
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86 | this->enableCollisionCallback(); // Turns on that on every collision function collidesAgainst is executed |
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87 | } |
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88 | |
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89 | |
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90 | |
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91 | bool SOBFigure::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { |
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92 | |
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93 | //Inform tick fct that player is colliding and tell him how far away the collision point is from player middle point in z dir |
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94 | isColliding_ = true; |
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95 | collDisZ_ = getPosition().z - contactPoint.getPositionWorldOnB().getZ(); |
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96 | |
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97 | |
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98 | //Orxocast returns object with casted type if otherObject has that class, and if not a nullptr |
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99 | SOBMushroom* mush = orxonox_cast<SOBMushroom*>(otherObject); |
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100 | SOBGumba* gumba = orxonox_cast<SOBGumba*>(otherObject); |
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101 | SOBFlagstone* flagstone = orxonox_cast<SOBFlagstone*>(otherObject); |
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102 | SOBCastlestone* castlestone = orxonox_cast<SOBCastlestone*>(otherObject); |
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103 | |
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104 | //Check if otherObject is a powerup |
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105 | if (mush != nullptr && !(mush->hasCollided_)) { |
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106 | otherObject->destroyLater(); |
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107 | gotPowerUp_ = true; |
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108 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); //Get the Gametype |
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109 | SOBGame->addMushroom(); // Tell the gametype to increase points |
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110 | mush->hasCollided_ = true; // needed because of destroyLater takes some time and player should receive points only once |
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111 | |
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112 | //Check if otherObject is a Gumba (that walking enemies) |
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113 | } else if (gumba != nullptr && !(gumba->hasCollided_)) { |
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114 | |
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115 | //If player jumps on its head, kill it, else, kill the player |
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116 | if (getVelocity().z >= -20) { |
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117 | Vector3 vel = getVelocity(); |
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118 | vel.y = -80; |
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119 | vel.z = 200; |
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120 | setVelocity(vel); |
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121 | predead_=true; |
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122 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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123 | SOBGame->setDone(true); |
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124 | |
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125 | } else { |
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126 | gumba->destroyLater(); |
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127 | gumba->hasCollided_ = true; |
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128 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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129 | SOBGame->addGumba(); |
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130 | |
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131 | |
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132 | } |
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133 | } |
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134 | |
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135 | //Purpose is that if player hits the flag, he should walk into the castle at the end of the level. For that we use SOBCastlestone |
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136 | if (reachedLvlEndState_ == 0 && flagstone != nullptr && !(flagstone->hasCollided_)) { |
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137 | flagstone->hasCollided_ = true; |
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138 | reachedLvlEndState_ = 1; |
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139 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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140 | SOBGame->setDone(true); |
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141 | SOBGame->addPoints(flagstone->getPoints()); |
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142 | |
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143 | |
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144 | } |
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145 | if (castlestone != nullptr && !(castlestone->hasCollided_)) { |
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146 | castlestone->hasCollided_ = true; |
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147 | reachedLvlEndState_++; |
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148 | |
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149 | } |
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150 | |
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151 | return true; |
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152 | } |
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153 | |
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154 | |
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155 | //Self implemented sign function that returns either 1 or -1 (and never 0) |
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156 | int SOBFigure::sgn(float x) { |
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157 | if (x < 0.0) return -1; |
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158 | return 1; |
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159 | } |
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160 | |
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161 | //For those of you who don't have an idea: the tick function is called about 50 times/sec |
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162 | void SOBFigure::tick(float dt) |
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163 | { |
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164 | SUPER(SOBFigure, tick, dt); |
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165 | |
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166 | |
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167 | bool inputAllowed = true; |
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168 | |
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169 | //the particle spawner that generates the fire from the backpack when pressed |
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170 | if (particlespawner_ == NULL) { |
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171 | for (WorldEntity* object : this->getAttachedObjects()) |
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172 | { |
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173 | if (object->isA(Class(ParticleSpawner))) |
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174 | particlespawner_ = object; |
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175 | } |
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176 | } |
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177 | |
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178 | |
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179 | //Behavior on level end - this is like described above for the movement from the player when hit the flag. He moves then into the castle |
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180 | if (reachedLvlEndState_ != 0) { |
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181 | timeCounter_+= dt; |
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182 | inputAllowed = false; |
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183 | } |
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184 | if (reachedLvlEndState_ == 1 && timeCounter_ >= 1.5) { |
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185 | timeCounter_ = 0; |
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186 | reachedLvlEndState_ = 2; |
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187 | } |
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188 | |
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189 | |
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190 | //if input blocked, then cancel every movement operation |
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191 | if (!inputAllowed) { |
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192 | moveUpPressed_ = false; |
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193 | moveDownPressed_ = false; |
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194 | moveLeftPressed_ = false; |
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195 | moveRightPressed_ = false; |
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196 | } |
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197 | |
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198 | //set the gravityto standard 350 |
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199 | if (firePressed_ == false) { |
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200 | gravityAcceleration_ = 350.0; |
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201 | |
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202 | } |
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203 | |
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204 | if (hasLocalController()) |
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205 | { |
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206 | Vector3 velocity = getVelocity(); |
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207 | Vector3 position = getPosition(); |
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208 | |
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209 | if (!predead_) |
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210 | velocity.y = 0; |
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211 | //If player falls in a hole |
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212 | if (position.z < -100) { |
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213 | dead_ = true; |
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214 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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215 | SOBGame->setDone(true); |
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216 | } |
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217 | |
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218 | |
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219 | if (dead_) { |
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220 | velocity.x = 0; |
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221 | velocity.z = 0; |
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222 | setVelocity(velocity); |
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223 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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224 | if (firePressed_) |
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225 | SOBGame->restart(); |
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226 | return; |
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227 | } |
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228 | |
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229 | |
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230 | int maxvelocity_x = 100; |
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231 | int speedAddedPerTick = 5; |
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232 | int camMaxOffset = 25; |
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233 | |
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234 | timeSinceLastFire_ += dt; |
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235 | lastSpeed_z = velocity.z; |
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236 | |
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237 | |
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238 | |
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239 | //Handle the rocket fire from the jetpack |
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240 | if (velocity.z > 40) |
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241 | particlespawner_->setVisible(true); |
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242 | else |
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243 | particlespawner_->setVisible(false); |
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244 | |
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245 | |
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246 | //If player hits space and collides against an object under him then jump |
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247 | if (inputAllowed && firePressed_ && isColliding_ && (collDisZ_ >= 7.75 && collDisZ_ <+ 8.25)) { |
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248 | gravityAcceleration_ = 100.0; |
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249 | velocity.z = 110; |
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250 | } |
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251 | |
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252 | |
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253 | //Left-right movement with acceleration and rotation |
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254 | float rot = getOrientation().getRoll().valueDegrees(); |
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255 | if (moveRightPressed_) { |
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256 | if (!(rot < 5.0 && -5.0 < rot)) |
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257 | setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() - sgn(rot)*dt*Radian(6)); |
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258 | |
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259 | if (std::abs(velocity.x) < maxvelocity_x) { |
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260 | velocity.x += speedAddedPerTick; |
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261 | |
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262 | } |
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263 | } else if (moveLeftPressed_) { |
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264 | if (!(abs(rot) > 175.0 )) |
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265 | setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() + sgn(rot)*dt*Radian(6)); |
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266 | |
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267 | |
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268 | |
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269 | if (std::abs(velocity.x) < maxvelocity_x) { |
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270 | velocity.x -= speedAddedPerTick; |
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271 | } |
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272 | } else { |
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273 | velocity.x /= 1.1; |
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274 | } |
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275 | |
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276 | |
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277 | //Again another EndOfLevel behavior |
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278 | if (reachedLvlEndState_ == 1) |
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279 | velocity.x = -2; |
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280 | if (reachedLvlEndState_ == 2) |
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281 | velocity.x = 30; |
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282 | if (reachedLvlEndState_ == 3) { |
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283 | velocity.x = 0; |
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284 | velocity.y = 20; |
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285 | } |
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286 | if (reachedLvlEndState_ == 4) { |
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287 | lvlEnded_ = true; |
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288 | dead_ = true; |
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289 | } |
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290 | |
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291 | //velocity = acc. * time |
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292 | velocity.z -= gravityAcceleration_*dt; |
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293 | setVelocity(velocity); |
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294 | |
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295 | |
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296 | //Camera operation - the camera should always follow the player in a specific region |
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297 | Camera* cam = getCamera(); |
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298 | Vector3 campos = cam->getPosition(); |
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299 | |
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300 | if (campos.x + camMaxOffset < position.x) { |
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301 | campos.x = position.x - camMaxOffset; |
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302 | cam->setPosition(campos); |
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303 | } |
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304 | if (campos.x - camMaxOffset > position.x) { |
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305 | campos.x = position.x + camMaxOffset; |
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306 | cam->setPosition(campos); |
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307 | } |
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308 | |
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309 | |
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310 | |
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311 | |
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312 | } |
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313 | |
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314 | |
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315 | |
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316 | // Reset key variables |
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317 | moveUpPressed_ = false; |
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318 | moveDownPressed_ = false; |
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319 | moveLeftPressed_ = false; |
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320 | moveRightPressed_ = false; |
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321 | |
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322 | isColliding_ = false; |
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323 | collDisZ_ = 0; |
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324 | |
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325 | } |
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326 | |
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327 | |
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328 | |
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329 | |
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330 | |
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331 | //The following functions read the input of the player and then set the bools for the movement |
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332 | void SOBFigure::moveFrontBack(const Vector2& value) |
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333 | { |
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334 | if (value.x > 0) |
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335 | { |
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336 | moveUpPressed_ = true; |
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337 | moveDownPressed_ = false; |
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338 | } |
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339 | else |
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340 | { |
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341 | moveUpPressed_ = false; |
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342 | moveDownPressed_ = true; |
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343 | } |
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344 | } |
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345 | |
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346 | void SOBFigure::moveRightLeft(const Vector2& value) |
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347 | { |
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348 | if (value.x > 0) |
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349 | { |
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350 | moveLeftPressed_ = false; |
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351 | moveRightPressed_ = true; |
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352 | } |
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353 | else |
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354 | { |
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355 | moveLeftPressed_ = true; |
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356 | moveRightPressed_ = false; |
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357 | } |
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358 | } |
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359 | |
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360 | void SOBFigure::boost(bool boost) |
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361 | { |
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362 | firePressed_ = boost; |
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363 | } |
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364 | |
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365 | |
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366 | } |
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