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source: code/trunk/src/modules/tetris/Tetris.h @ 9808

Last change on this file since 9808 was 9802, checked in by jo, 11 years ago

Making the Tetris collision detection more robust, by decoupling stone-stone collisions and stone-brick collisions.

  • Property svn:eol-style set to native
File size: 3.2 KB
Line 
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 *      ...
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file Tetris.h
31    @brief Declaration of the Tetris class.
32    @ingroup Tetris
33*/
34
35#ifndef _Tetris_H__
36#define _Tetris_H__
37
38#include "tetris/TetrisPrereqs.h"
39
40#include "tools/Timer.h"
41
42#include "gametypes/Deathmatch.h"
43
44namespace orxonox
45{
46
47    /**
48    @brief
49
50    @author
51
52    @ingroup Tetris
53    */
54    class _TetrisExport Tetris : public Deathmatch
55    {
56        public:
57            Tetris(Context* context); //!< Constructor. Registers and initializes the object.
58            virtual ~Tetris(); //!< Destructor. Cleans up, if initialized.
59
60            virtual void start(void); //!< Starts the Tetris minigame.
61            virtual void end(void); ///!< Ends the Tetris minigame.
62
63            virtual void tick(float dt);
64
65            virtual void spawnPlayer(PlayerInfo* player); //!< Spawns the input player.
66
67            void setCenterpoint(TetrisCenterpoint* center);
68
69            PlayerInfo* getPlayer(void) const; //!< Get the player.
70            WeakPtr<TetrisCenterpoint> getCenterpoint(void)
71                { return this->center_; }
72
73            bool isValidMove(TetrisStone* stone, const Vector3& position);
74            bool isValidMove(TetrisBrick* brick, const Vector3& position, bool isRotation);
75            Vector3 rotateVector(Vector3 position, unsigned int amount);
76
77        protected:
78            virtual void spawnPlayersIfRequested(); //!< Spawns player.
79
80
81        private:
82            void startBrick(void);
83            void createBrick(void);
84            void cleanup(void); //!< Cleans up the Gametype by destroying the ball and the bats.
85            bool checkStoneStoneCollision(TetrisStone* stone, const Vector3& position);
86            bool checkStoneBottomCollision(TetrisStone* stone, const Vector3& position);
87            bool isValidBrickPosition(TetrisBrick* brick);
88            void findFullRows(void);
89            void clearRow(unsigned int row);
90
91
92            PlayerInfo* player_;
93
94            WeakPtr<TetrisCenterpoint> center_; //!< The playing field.
95            std::list<SmartPtr<TetrisStone> > stones_; //!< A list of all stones in play.
96            WeakPtr<TetrisBrick> activeBrick_;
97            WeakPtr<TetrisBrick> futureBrick_;
98
99            Timer starttimer_; //!< A timer to delay the start of the game.
100    };
101}
102
103#endif /* _Tetris_H__ */
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