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source: orxonox.OLD/orxonox/branches/parenting/src/player.cc @ 3347

Last change on this file since 3347 was 3325, checked in by patrick, 20 years ago

orxonox/branches/parenting: fixed the player control - orientation problem :)

File size: 3.8 KB
RevLine 
[1853]1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
[1872]12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
[2190]15   co-programmer: Christian Meyer
[1853]16*/
17
[2036]18#include "player.h"
[2190]19#include "stdincl.h"
20#include "collision.h"
[3309]21#include "importer/object.h"
[2036]22
[1856]23using namespace std;
[1853]24
25
[2190]26Player::Player(bool isFree) : WorldEntity(isFree)
27{
[2811]28
[3309]29  this->model = new Object("reaplow.obj");
[3210]30  /*
[2730]31  objectList = glGenLists(1);
32  glNewList (objectList, GL_COMPILE);
33
34  glBegin(GL_TRIANGLES);
35  glColor3f(1,1,1);
36  glVertex3f(0,0,0.5);
37  glVertex3f(-0.5,0,-1);
38  glVertex3f(0.5,0,-1);
39
40  glVertex3f(0,0,0.5);
41  glVertex3f(0,0.5,-1);
42  glVertex3f(0,-0.5,-1);
43  glEnd();
44   
45  glBegin(GL_QUADS);
46  glColor3f(0,0,1);
47  glVertex3f(0.5,0.5,-1);
48  glVertex3f(0.5,-0.5,-1);
49  glVertex3f(-0.5,-0.5,-1);
50  glVertex3f(-0.5,0.5,-1);
51  glEnd();
52 
53  glEndList ();
[3210]54  */
[1872]55}
[1853]56
[3302]57Player::~Player ()
[3194]58{
[3309]59  delete this->model;
[1896]60}
[1853]61
[3302]62void Player::postSpawn ()
[1858]63{
[3227]64  travelSpeed = 15.0;
[2816]65  velocity = Vector();
66  bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
67  bFire = false;
68  acceleration = 10.0;
[3227]69  setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
[1858]70}
71
[3302]72void Player::tick (float time)
[1872]73{
[3209]74  // movement
[3302]75  this->move (time);
[1872]76}
[1858]77
[3302]78void Player::hit (WorldEntity* weapon, Vector loc)
[1900]79{
80}
81
[3302]82void Player::destroy ()
[1872]83{
84}
85
[3302]86void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags)
[1872]87{
88}
89
[3302]90void Player::command (Command* cmd)
[1872]91{
[2636]92  //printf("Player|recieved command [%s]\n", cmd->cmd);
93  if( !strcmp( cmd->cmd, "up")) bUp = !cmd->bUp;
94  else if( !strcmp( cmd->cmd, "down")) bDown = !cmd->bUp;
95  else if( !strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp;
96  else if( !strcmp( cmd->cmd, "right")) bRight = !cmd->bUp;
97  else if( !strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp;
[1872]98}
99
[3302]100void Player::draw ()
[2640]101{ 
[2551]102  glMatrixMode(GL_MODELVIEW);
103  glLoadIdentity();
104  float matrix[4][4];
105 
[3302]106  glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z);
[3307]107  //rotate
[3302]108  this->getAbsDir ().matrix (matrix);
[3226]109  glMultMatrixf((float*)matrix);
[2551]110 
[3226]111  glMatrixMode(GL_MODELVIEW);
[3309]112  this->model->draw();
[3226]113  // glCallList(objectList);
[2190]114}
[2036]115
[3302]116
117/*PN
[3226]118void Player::getLookat(Location* locbuf)
[1896]119{
[3227]120  *locbuf = *getLocation();
[3210]121  //locbuf->dist += 5.0;
[2190]122}
[3302]123*/
[2036]124
[3302]125void Player::leftWorld ()
[2190]126{
[1872]127}
128
[3302]129void Player::move (float time)
[1858]130{
[2551]131  Vector accel(0.0, 0.0, 0.0);
[3227]132  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
[3302]133  //Placement *pos = getPlacement();
134 
[2551]135  /* calculate the direction in which the craft is heading  */
[3302]136  Vector direction (1.0, 0.0, 0.0);
137  //direction = this->absDirection.apply (direction);
[3323]138  Vector orthDirection (0.0, 0.0, 1.0);
[3302]139  //orthDirection = orthDirection.cross (direction);
[2551]140
141  if( bUp) { accel = accel+(direction*acceleration); }
142  if( bDown) { accel = accel-(direction*acceleration); }
[3325]143  if( bLeft ) { accel = accel - (orthDirection*acceleration); }
144  if( bRight ) { accel = accel + (orthDirection*acceleration); }
[2551]145  if( bAscend ) { /* not yet implemented but just: (0,0,1)*acceleration */}
[3210]146  if( bDescend) {/* FIXME */} /* \todo up and down player movement */
[2551]147
[3302]148  //Location* l = getLocation();
[2551]149 
150  // r(t) = r(0) + v(0)*t + 1/2*a*t^2
151  // r = position
152  // v = velocity
153  // a = acceleration
154
155  /* this the base-speed of the player: determines how fast and how the player follows the track*/
[3302]156  //l->dist = l->dist + travelSpeed * time;
157 
158  Vector* shift = new Vector (this->travelSpeed * time, 0, 0);
159  this->shiftCoor (shift);
160 
[2551]161  /* this updates the player position on the track - user interaction */
[3302]162  //l->pos = l->pos + accel*time;
163  Vector move = accel * time;
164  this->shiftCoor (&move);
[1896]165}
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