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source: code/trunk/src/modules/tetris/TetrisBrick.cc @ 10639

Last change on this file since 10639 was 10624, checked in by landauf, 9 years ago

merged branch core7 back to trunk

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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 *      ...
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file TetrisBrick.cc
31    @brief Implementation of the TetrisBrick class.
32*/
33
34#include "TetrisBrick.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38
39#include "TetrisCenterpoint.h"
40#include "TetrisStone.h"
41#include "Tetris.h"
42#include "util/Math.h"
43
44namespace orxonox
45{
46    RegisterClass(TetrisBrick);
47
48    /**
49    @brief
50        Constructor. Registers and initializes the object.
51    @ingroup Tetris
52    */
53    TetrisBrick::TetrisBrick(Context* context): ControllableEntity(context)
54    {
55        RegisterObject(TetrisBrick);
56        this->shapeIndex_ = 1 + static_cast<unsigned int>(rnd(6.0f)); //<! random number between 0 and 7
57        this->stonesPerBrick_ = 4; //<! most tetris bricks is formed by 4 stones
58        this->delay_ = false;
59        this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisBrick::enableMovement, this)));
60        this->lockRotation_ = false;
61        this->tetris_ = this->getTetris();
62        this->size_ = 10.0f; //TODO: fix this via this->tetris_->center_->getStoneSize();
63        this->rotationCount_ = 0;
64        this->createBrick(); //<! create a whole new Brick;
65    }
66
67    /**
68    @brief
69        This function partly initializes a TetrisBrick as an array of TetrisStones
70    */
71    void TetrisBrick::createBrick(void)
72    { //Index 0 : single stone, 1 : 4 in a row; 2: 4-Block right shifted; 3: 'T' 4: 4-Block left shifted;
73      //Index 5 : 4-Block; 6 : 'L'; 7 : mirrored 'L';
74        if(this->shapeIndex_ == 0)
75            this->stonesPerBrick_ = 1;
76        for (unsigned int i = 0; i < this->stonesPerBrick_; i++)
77        {
78            // Create a new stone and add it to the brick.
79            TetrisStone* stone = new TetrisStone(this->getContext());
80            this->brickStones_.push_back(stone);
81            this->attach(stone);
82            this->formBrick(stone, i);
83            if(this->tetris_ != NULL)
84            {
85                stone->setGame(this->tetris_);
86                if(this->tetris_->getCenterpoint() != NULL)
87                    stone->addTemplate(this->tetris_->getCenterpoint()->getStoneTemplate());
88                else
89                    orxout()<< "tetris_->getCenterpoint == NULL in TetrisBrick.cc"<< endl;
90            }
91            else
92                orxout()<< "tetris_ == NULL in TetrisBrick.cc"<< endl;
93        }
94    }
95
96    /**
97    @brief
98        This function creates the shape of a TetrisBrick. ! Spaghetti-Code !
99    @param i
100        The stone's number.
101    @param stone
102        The TetrisStone that is placed relative to the brick's position.
103    */
104    void TetrisBrick::formBrick(TetrisStone* stone, unsigned int i)
105    {
106        if(i == 0) //setting the first stone as
107        {
108            stone->setPosition(0.0f, 0.0f, 0.0f);
109        }
110        else if(i == 1)
111        {
112            stone->setPosition(0.0f, size_, 0.0f);
113        }
114        else if(i == 2)
115        {
116            if(this->shapeIndex_ == 1 || this->shapeIndex_ == 6 || this->shapeIndex_ == 7)
117            {
118                stone->setPosition(0.0f, 2*size_, 0.0f);
119            }
120            else if(this->shapeIndex_ == 3 || this->shapeIndex_ == 4|| this->shapeIndex_ == 5)
121            {
122                stone->setPosition(size_, 0, 0.0f);
123            }
124            else if(this->shapeIndex_ == 2)
125            {
126                stone->setPosition(-size_, 0, 0.0f);
127            }
128        }
129        else if(i == 3)
130        {
131            if(this->shapeIndex_ == 2 || this->shapeIndex_ == 5)
132            {
133                stone->setPosition(size_, size_, 0.0f);
134            }
135            else if(this->shapeIndex_ == 1)
136            {
137                stone->setPosition(0, 3*size_, 0.0f);
138            }
139            else if(this->shapeIndex_ == 3 || this->shapeIndex_ == 7)
140            {
141                stone->setPosition(-size_, 0, 0.0f);
142            }
143            else if(this->shapeIndex_ == 4)
144            {
145                stone->setPosition(-size_, size_, 0.0f);
146            }
147            else if(this->shapeIndex_ == 6)
148            {
149                stone->setPosition(size_, 0, 0.0f);
150            }
151        }
152    }
153
154    bool TetrisBrick::isValidMove(const Vector3& position, bool isRotation = false)
155    {
156        return this->tetris_->isValidMove(this,position, isRotation);
157    }
158
159    TetrisStone* TetrisBrick::getStone(unsigned int i)
160    {
161        if(i < this->brickStones_.size())
162            return this->brickStones_[i];
163        else return NULL;
164    }
165
166
167    Tetris* TetrisBrick::getTetris()
168    {
169        if (this->getGametype() != NULL && this->getGametype()->isA(Class(Tetris)))
170        {
171            Tetris* tetrisGametype = orxonox_cast<Tetris*>(this->getGametype());
172            return tetrisGametype;
173        }
174        return NULL;
175    }
176
177    /**
178    @brief
179        Overloaded the function to rotate the Brick.
180    @param value
181        A vector whose first component is the angle by which to rotate.
182    */
183    void TetrisBrick::moveFrontBack(const Vector2& value)
184    {
185        if(value.x < 0) //speedup on key down
186        {
187            Vector3 v_new = this->getVelocity()*1.2;
188            if (v_new.y < -400.0f) //limiting the speed to prevent break throughs.
189                v_new.y = -400.0f;
190            this->setVelocity(v_new);
191        }
192        else if(!this->lockRotation_) //rotate when key up is pressed
193        {
194            if(!isValidMove(this->getPosition(), true)) //catch illegal rotations
195                return;
196            this->lockRotation_ = true; // multiple calls of this function have to be filtered out.
197            this->rotationTimer_.setTimer(0.1f, false, createExecutor(createFunctor(&TetrisBrick::unlockRotation, this)));
198            Quaternion q(Degree(90), Vector3::UNIT_Z);
199            this->setOrientation(this->getOrientation()*q); //rotation: roll 90°
200            this->rotationCount_ = (this->rotationCount_ + 1) % 4;
201        }
202    }
203
204    /**
205    @brief
206        Overloaded the function to steer the Brick right and left
207    @param value
208        A vector whose first component is the direction in which we want to steer the Brick.
209    */
210    void TetrisBrick::moveRightLeft(const Vector2& value)
211    {
212        if(!this->delay_)
213        {
214            const Vector3& position = this->getPosition();
215            Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z);
216            if(!this->isValidMove(newPos))
217                return;
218
219            this->setPosition(newPos);
220            this->delay_ = true;
221            this->delayTimer_.startTimer();
222        }
223    }
224
225    /**
226    @brief
227        Is called when the player changed.
228    */
229    void TetrisBrick::changedPlayer()
230    {
231        this->setVelocity(0.0f, 0.0f, 0.0f);
232    }
233
234    /**
235    @brief
236        Attaches stones to the Centerpoint.
237    */
238    void TetrisBrick::releaseStones(TetrisCenterpoint* center)
239    {
240        assert(this->tetris_);
241        for(unsigned int i = 0; i < this->brickStones_.size(); i++)
242        {
243            this->brickStones_[i]->detachFromParent();
244            this->brickStones_[i]->attachToParent(center);
245            this->brickStones_[i]->setPosition(this->getPosition()+this->tetris_->rotateVector(this->brickStones_[i]->getPosition(),this->rotationCount_ ));
246        }
247        this->brickStones_.clear();
248    }
249
250}
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