Changeset 10040 for code/branches/pickupsFS14
- Timestamp:
- Apr 17, 2014, 4:29:25 PM (11 years ago)
- Location:
- code/branches/pickupsFS14/src/modules/jump
- Files:
-
- 6 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/pickupsFS14/src/modules/jump/CMakeLists.txt
r10017 r10040 1 SET_SOURCE_FILES(J ump_SRC_FILES1 SET_SOURCE_FILES(JUMP_SRC_FILES 2 2 BUILD_UNIT JumpBuildUnit.cc 3 3 Jump.cc 4 JumpCenterPoint.cc5 JumpShip.cc6 4 JumpPlatform.cc 5 JumpPlatformHMove.cc 6 JumpPlatformVMove.cc 7 JumpFigure.cc 8 JumpCenterpoint.cc 9 JumpScore.cc 7 10 END_BUILD_UNIT 8 11 ) … … 14 17 orxonox 15 18 overlays 16 weapons 17 SOURCE_FILES ${Jump_SRC_FILES} 19 SOURCE_FILES ${JUMP_SRC_FILES} 18 20 ) -
code/branches/pickupsFS14/src/modules/jump/Jump.cc
r10032 r10040 21 21 * 22 22 * Author: 23 * F lorian Zinggeler23 * Fabian 'x3n' Landau 24 24 * Co-authors: 25 25 * ... … … 33 33 34 34 #include "Jump.h" 35 35 36 #include "core/CoreIncludes.h" 36 37 #include "core/EventIncludes.h" … … 41 42 #include "chat/ChatManager.h" 42 43 43 // ! HACK 44 #include "JumpCenterpoint.h" 45 #include "JumpPlatform.h" 46 #include "JumpFigure.h" 47 44 48 #include "infos/PlayerInfo.h" 45 46 #include "JumpCenterPoint.h"47 #include "JumpShip.h"48 /*49 #include "JumpEnemy.h"50 #include "JumpEnemyShooter.h"*/51 52 #include "core/command/ConsoleCommand.h"53 #include "worldentities/BigExplosion.h"54 49 55 50 namespace orxonox 56 51 { 52 // Events to allow to react to scoring of a player, in the level-file. 53 CreateEventName(JumpCenterpoint, right); 54 CreateEventName(JumpCenterpoint, left); 55 57 56 RegisterUnloadableClass(Jump); 58 57 58 /** 59 @brief 60 Constructor. Registers and initializes the object. 61 */ 59 62 Jump::Jump(Context* context) : Deathmatch(context) 60 63 { 61 64 RegisterObject(Jump); 62 platformList.clear(); 63 yScreenPosition= 0;64 screenShiftSinceLastUpdate= 0;65 66 //this->numberOfBots_ = 0; //sets number of default bots temporarly to 067 //this->center_ = 0; 65 66 this->center_ = 0; 67 this->ball_ = 0; 68 this->figure_ = 0; 69 this->camera = 0; 70 68 71 //this->setHUDTemplate("JumpHUD"); 69 72 70 71 } 72 73 74 /*void Jump::levelUp() 75 { 76 level++; 77 if (getPlayer() != NULL) 78 { 79 for (int i = 0; i < 7; i++) 73 // Pre-set the timer, but don't start it yet. 74 this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Jump::startBall, this))); 75 this->starttimer_.stopTimer(); 76 77 78 this->scoreLimit_ = 10; 79 this->setConfigValues(); 80 } 81 82 /** 83 @brief 84 Destructor. Cleans up, if initialized. 85 */ 86 Jump::~Jump() 87 { 88 if (this->isInitialized()) 89 { 90 this->cleanup(); 91 } 92 } 93 94 void Jump::tick(float dt) 95 { 96 SUPER(Jump, tick, dt); 97 98 if (figure_ != NULL) 99 { 100 Vector3 figurePosition = figure_->getPosition(); 101 102 if (figurePosition.z > totalScreenShift) 103 { 104 totalScreenShift = figurePosition.z; 105 } 106 107 if (this->camera != NULL) 108 { 109 Vector3 cameraPosition = Vector3(0,totalScreenShift,0); 110 camera->setPosition(cameraPosition); 111 } 112 else 113 { 114 orxout() << "no camera found" << endl; 115 //this->camera = this->figure_->getCamera(); 116 } 117 } 118 119 120 121 122 123 } 124 125 126 void Jump::setConfigValues() 127 { 128 SetConfigValue(scoreLimit_, 10).description("The player first reaching those points wins."); 129 } 130 131 /** 132 @brief 133 Cleans up the Gametype by destroying the ball and the bats. 134 */ 135 void Jump::cleanup() 136 { 137 if (this->ball_ != NULL) // Destroy the ball, if present. 138 { 139 this->ball_->destroy(); 140 this->ball_ = 0; 141 } 142 143 // Destroy both bats, if present. 144 if (this->figure_ != NULL) 145 { 146 this->figure_->destroy(); 147 this->figure_ = 0; 148 } 149 this->camera = 0; 150 } 151 152 /** 153 @brief 154 Starts the Jump minigame. 155 */ 156 void Jump::start() 157 { 158 if (this->center_ != NULL) // There needs to be a JumpCenterpoint, i.e. the area the game takes place. 159 { 160 if (this->ball_ == NULL) // If there is no ball, create a new ball. 80 161 { 81 WeakPtr<BigExplosion> chunk = new BigExplosion(this->center_->getContext()); 82 chunk->setPosition(Vector3(600, 0, 100.f * i - 300)); 83 chunk->setVelocity(Vector3(1000, 0, 0)); //player->getVelocity() 84 chunk->setScale(20); 162 this->ball_ = new JumpPlatform(this->center_->getContext()); 163 // Apply the template for the ball specified by the centerpoint. 164 this->ball_->addTemplate(this->center_->getBalltemplate()); 85 165 } 86 } 87 addPoints(multiplier * 42); 88 multiplier *= 2; 89 toggleShowLevel(); 90 showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Jump::toggleShowLevel, this))); 91 }*/ 92 93 WeakPtr<JumpShip> Jump::getPlayer() 94 { 95 if (player == NULL) 96 { 97 for (ObjectList<JumpShip>::iterator it = ObjectList<JumpShip>::begin(); it != ObjectList<JumpShip>::end(); ++it) 98 { 99 player = *it; 100 } 101 } 102 return player; 103 } 104 105 void Jump::tick(float dt) 106 { 107 108 109 if (getPlayer() != NULL) 110 { 111 Vector3 shipPosition = getPlayer()->getPosition(); 112 113 // Bildschirmposition kann nur nach oben verschoben werden 114 if (shipPosition.y > yScreenPosition) 115 { 116 screenShiftSinceLastUpdate += shipPosition.y - yScreenPosition; 117 118 yScreenPosition = shipPosition.y; 119 } 120 121 // Kameraposition nachfuehren 122 if (camera == NULL) 123 { 124 camera = getPlayer()->getCamera(); 125 } 126 if (camera != NULL) 127 { 128 camera->setPosition(Vector3(-shipPosition.x, yScreenPosition-shipPosition.y, 100)); 129 //camera->setOrientation(Vector3::UNIT_Z, Degree(180)); 130 } 131 132 if (screenShiftSinceLastUpdate > 200.0) 133 { 134 screenShiftSinceLastUpdate -= 200.0; 135 orxout() << "new section added" << endl; 136 addPlatform(shipPosition.x, shipPosition.y + 300.0); 137 } 138 139 } 140 141 SUPER(Jump, tick, dt); 142 } 143 144 145 /*void Jump::spawnEnemy() 146 { 147 if (getPlayer() == NULL) 148 return; 149 150 for (int i = 0; i < (3*log10(static_cast<double>(level)) + 1); i++) 151 { 152 WeakPtr<JumpEnemy> newPawn; 153 if (rand() % 42/(1 + level*level) == 0) 154 { 155 newPawn = new JumpEnemyShooter(this->center_->getContext()); 156 newPawn->addTemplate("enemyjumpshooter"); 157 } 158 else 159 { 160 newPawn = new JumpEnemy(this->center_->getContext()); 161 newPawn->addTemplate("enemyjump"); 162 } 163 newPawn->setPlayer(player); 164 newPawn->level = level; 165 // spawn enemy at random points in front of player. 166 newPawn->setPosition(player->getPosition() + Vector3(500.f + 100 * i, 0, float(rand())/RAND_MAX * 400 - 200)); 167 } 168 }*/ 169 170 /*void Jump::costLife() 171 { 172 lives--; 173 multiplier = 1; 174 // end the game in 30 seconds. 175 if (lives <= 0) 176 enemySpawnTimer.setTimer(30.0f, false, createExecutor(createFunctor(&Jump::end, this))); 177 };*/ 178 179 /*void Jump::comboControll() 180 { 181 if (b_combo) 182 multiplier++; 183 // if no combo was performed before, reset multiplier 184 else 185 multiplier = 1; 186 b_combo = false; 187 }*/ 188 189 190 void Jump::start() 191 { 192 // Call start for the parent class. 193 Deathmatch::start(); 194 195 /* 196 // Set variable to temporarily force the player to spawn. 197 this->bForceSpawn_ = true; 198 199 if (this->center_ == NULL) // abandon mission! 166 167 // Attach the ball to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to. 168 this->center_->attach(this->ball_); 169 this->ball_->setPosition(0, 0, 0); 170 this->ball_->setFieldDimension(this->center_->getFieldDimension()); 171 172 // If one of the bats is missing, create it. Apply the template for the bats as specified in the centerpoint. 173 if (this->figure_ == NULL) 174 { 175 this->figure_ = new JumpFigure(this->center_->getContext()); 176 this->figure_->addTemplate(this->center_->getBattemplate()); 177 } 178 179 // Attach the bats to the centerpoint and set the parameters as specified in the centerpoint, the bats are attached to. 180 this->center_->attach(this->figure_); 181 this->figure_->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0); 182 this->figure_->yaw(Degree(-90)); 183 this->figure_->setSpeed(this->center_->getBatSpeed()); 184 this->figure_->setFieldDimension(this->center_->getFieldDimension()); 185 this->figure_->setLength(this->center_->getBatLength()); 186 187 // Set the bats for the ball. 188 this->ball_->setFigure(this->figure_); 189 } 190 else // If no centerpoint was specified, an error is thrown and the level is exited. 200 191 { 201 192 orxout(internal_error) << "Jump: No Centerpoint specified." << endl; … … 203 194 return; 204 195 } 196 197 // Start the timer. After it has expired the ball is started. 198 this->starttimer_.startTimer(); 199 200 // Set variable to temporarily force the player to spawn. 201 bool temp = this->bForceSpawn_; 202 this->bForceSpawn_ = true; 203 204 // Call start for the parent class. 205 Deathmatch::start(); 206 207 // Reset the variable. 208 this->bForceSpawn_ = temp; 209 210 if (this->figure_ != NULL) 211 { 212 this->camera = this->figure_->getCamera(); 213 } 214 215 totalScreenShift = 0.0; 216 } 217 218 /** 219 @brief 220 Ends the Jump minigame. 221 */ 222 void Jump::end() 223 { 224 this->cleanup(); 225 226 // Call end for the parent class. 227 Deathmatch::end(); 228 } 229 230 /** 231 @brief 232 Spawns players, and fills the rest up with bots. 233 */ 234 void Jump::spawnPlayersIfRequested() 235 { 236 237 // first spawn human players to assign always the left bat to the player in singleplayer 238 for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) 239 if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) 240 this->spawnPlayer(it->first); 241 // now spawn bots 242 /* 243 for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) 244 if (!it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) 245 this->spawnPlayer(it->first); 205 246 */ 206 207 //addPlatform(0,0); 208 209 } 210 211 212 /*void Jump::addPoints(int numPoints) 213 { 214 if (!bEndGame) 215 { 216 point += numPoints * multiplier; 217 b_combo = true; 218 } 219 }*/ 220 221 /*void Jump::end() 222 { 223 // DON'T CALL THIS! 224 // Deathmatch::end(); 225 // It will misteriously crash the game! 226 // Instead startMainMenu, this won't crash. 227 GSLevel::startMainMenu(); 228 }*/ 229 230 void Jump::addPlatform(float xPosition, float yPosition) 231 { 232 JumpPlatform* newPlatform = new JumpPlatform(center_->getContext()); 233 newPlatform->setPosition(Vector3(xPosition, yPosition, 0)); 234 platformList.push_front(newPlatform); 247 } 248 249 /** 250 @brief 251 Spawns the input player. 252 @param player 253 The player to be spawned. 254 */ 255 void Jump::spawnPlayer(PlayerInfo* player) 256 { 257 assert(player); 258 259 // If the first (left) bat has no player. 260 if (this->figure_->getPlayer() == NULL) 261 { 262 player->startControl(this->figure_); 263 this->players_[player].state_ = PlayerState::Alive; 264 } 265 // If both bats are taken. 266 else 267 { 268 return; 269 } 270 271 } 272 273 /** 274 @brief 275 Is called when the player scored. 276 */ 277 void Jump::playerScored(PlayerInfo* player, int score) 278 { 279 /* 280 Deathmatch::playerScored(player, score); 281 if (this->center_ != NULL) // If there is a centerpoint. 282 { 283 // Fire an event for the player that has scored, to be able to react to it in the level, e.g. by displaying fireworks. 284 if (player == this->getRightPlayer()) 285 this->center_->fireEvent(FireEventName(JumpCenterpoint, right)); 286 else if (player == this->getLeftPlayer()) 287 this->center_->fireEvent(FireEventName(JumpCenterpoint, left)); 288 289 // Also announce, that the player has scored. 290 if (player != NULL) 291 this->gtinfo_->sendAnnounceMessage(player->getName() + " scored"); 292 } 293 294 // If there is a ball present, reset its position, velocity and acceleration. 295 if (this->ball_ != NULL) 296 { 297 this->ball_->setPosition(Vector3::ZERO); 298 this->ball_->setVelocity(Vector3::ZERO); 299 this->ball_->setAcceleration(Vector3::ZERO); 300 this->ball_->setSpeed(0); 301 } 302 303 // If there are bats reset them to the middle position. 304 if (this->figure_[0] != NULL && this->figure_[1] != NULL) 305 { 306 this->figure_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0); 307 this->figure_[1]->setPosition( this->center_->getFieldDimension().x / 2, 0, 0); 308 } 309 310 // If a player gets enough points, he won the game -> end of game 311 PlayerInfo* winningPlayer = NULL; 312 if (this->getLeftPlayer() && this->getScore(this->getLeftPlayer()) >= scoreLimit_) 313 winningPlayer = this->getLeftPlayer(); 314 else if (this->getRightPlayer() && this->getScore(this->getRightPlayer()) >= scoreLimit_) 315 winningPlayer = getLeftPlayerthis->getRightPlayer(); 316 317 if (winningPlayer) 318 { 319 ChatManager::message(winningPlayer->getName() + " has won!"); 320 this->end(); 321 } 322 323 // Restart the timer to start the ball. 324 this->starttimer_.startTimer(); 325 326 */ 327 } 328 329 /** 330 @brief 331 Starts the ball with some default speed. 332 */ 333 void Jump::startBall() 334 { 335 336 } 337 338 /** 339 @brief 340 Get the left player. 341 @return 342 Returns a pointer to the player playing on the left. If there is no left player, NULL is returned. 343 */ 344 PlayerInfo* Jump::getPlayer() const 345 { 346 if (this->figure_ != NULL) 347 { 348 return this->figure_->getPlayer(); 349 } 350 else 351 { 352 return 0; 353 } 235 354 } 236 355 -
code/branches/pickupsFS14/src/modules/jump/Jump.h
r10032 r10040 21 21 * 22 22 * Author: 23 * F lorian Zinggeler23 * Fabian 'x3n' Landau 24 24 * Co-authors: 25 25 * ... … … 29 29 /** 30 30 @file Jump.h 31 @brief Gametype.31 @brief Declaration of the Jump class. 32 32 @ingroup Jump 33 33 */ … … 37 37 38 38 #include "jump/JumpPrereqs.h" 39 40 #include "tools/Timer.h" 41 #include "graphics/Camera.h" 42 39 43 #include "gametypes/Deathmatch.h" 40 #include "JumpCenterPoint.h" 41 #include "tools/Timer.h" 42 #include "JumpPlatform.h" 43 #include <list> 44 44 #include "JumpCenterpoint.h" 45 45 46 46 namespace orxonox 47 47 { 48 48 49 /** 50 @brief 51 Implements a Jump minigame (<a href="http://en.wikipedia.org/wiki/Jump">Wikipedia::Jump</a>). 52 It connects the different entities present in a game of Jump. 53 54 - The @ref orxonox::JumpCenterpoint "JumpCenterpoint" is the playing field for the Jump minigame, it allows for configuration of the minigame, e.g. by setting the size of the playing field, or the length of the @ref orxonox::JumpFigure "JumpFigures". The playing field is always in the x,y-plane, the x-axis being the horizontal and the z-axis being the vertical axis.<br /> 55 The Jump class redistributes the important parameters defined in @ref orxonox::JumpCenterpoint "JumpCenterpoint" to the other entities, that need to know them, e.g. the @ref orxonox::JumpPlatform "JumpPlatform" and the @ref orxonox::JumpFigure "JumpFigures".<br /> 56 The @ref orxonox::JumpCenterpoint "JumpCenterpoint" needs to exist in a level with the @ref orxonox::Gametype "Gametype" <em>Jump</em>. 57 - The @ref orxonox::JumpPlatform "JumpPlatform" is the ball both players play with. The @ref orxonox::JumpPlatform "JumpPlatform" both implements the movement of the ball, as well as the influence of the boundaries and consequently, also the bouncing (off the upper and lower delimiters, and as off the @ref orxonox::JumpFigure "JumpFigures") of the ball and the effects of the failure of a player to catch the ball (i.e. the scoring of the other player). 58 - The two @ref orxonox::JumpFigure "JumpFigures" are the entities through which the players can actively participate in the game, by controlling them. The @ref orxonox::JumpFigure "JumpFigure" class manages the movement (and restrictions thereof) and the influence of the players on the bats. 59 60 @author 61 Fabian 'x3n' Landau 62 63 @ingroup Jump 64 */ 49 65 class _JumpExport Jump : public Deathmatch 50 66 { 51 67 public: 52 Jump(Context* context); 53 virtual void start(); 54 //virtual void end(); 55 //virtual void addBots(unsigned int amount){} //<! overwrite function in order to bypass the addbots command 68 Jump(Context* context); //!< Constructor. Registers and initializes the object. 69 virtual ~Jump(); //!< Destructor. Cleans up, if initialized. 56 70 57 71 virtual void tick(float dt); 58 72 59 //void spawnEnemy(); 73 virtual void start(); //!< Starts the Jump minigame. 74 virtual void end(); ///!< Ends the Jump minigame. 60 75 61 v oid setCenterpoint(JumpCenterPoint* center){ this->center_ = center; }76 virtual void spawnPlayer(PlayerInfo* player); //!< Spawns the input player. 62 77 63 virtual void addPlatform(float x, float y);78 virtual void playerScored(PlayerInfo* player, int score = 1); //!< Is called when the player scored. 64 79 65 /*int getLives(){return this->lives;} 66 int getLevel(){return this->level;} 67 int getPoints(){return this->point;} 68 int getMultiplier(){return this->multiplier;}*/ 80 /** 81 @brief Set the JumpCenterpoint (the playing field). 82 @param center A pointer to the JumpCenterpoint to be set. 83 */ 84 void setCenterpoint(JumpCenterpoint* center) 85 { this->center_ = center; } 86 void setConfigValues(); //!< Makes scoreLimit configurable. 69 87 70 /*void costLife(); 71 void levelUp(); 72 void addPoints(int numPoints); 73 // checks if multiplier should be reset. 74 void comboControll();*/ 75 //int lives; 76 //int multiplier; 77 //bool bEndGame; 78 //bool bShowLevel; 79 private: 80 //void toggleShowLevel(){bShowLevel = !bShowLevel;} 81 WeakPtr<JumpShip> getPlayer(); 82 WeakPtr<JumpCenterPoint> center_; 83 WeakPtr<JumpShip> player; 88 PlayerInfo* getPlayer() const; //!< Get the left player. 89 90 protected: 91 virtual void spawnPlayersIfRequested(); //!< Spawns players, and fills the rest up with bots. 92 93 void startBall(); //!< Starts the ball with some default speed. 94 void cleanup(); //!< Cleans up the Gametype by destroying the ball and the bats. 95 96 WeakPtr<JumpCenterpoint> center_; //!< The playing field. 97 WeakPtr<JumpPlatform> ball_; //!< The Jump ball. 98 WeakPtr<JumpFigure> figure_; //!< The two bats. 84 99 WeakPtr<Camera> camera; 100 Timer starttimer_; //!< A timer to delay the start of the game. 101 int scoreLimit_; //!< If a player scored that much points, the game is ended. 85 102 86 /*Timer enemySpawnTimer; 87 Timer comboTimer; 88 Timer showLevelTimer; 89 //Context* context; <-- War schon auskommentiert!!! 90 int level; 91 int point; 92 bool b_combo;*/ 93 std::list<JumpPlatform*> platformList; 94 float yScreenPosition; 95 float screenShiftSinceLastUpdate; 103 float totalScreenShift; 96 104 }; 97 105 } -
code/branches/pickupsFS14/src/modules/jump/JumpPlatform.cc
r10032 r10040 21 21 * 22 22 * Author: 23 * Benjamin de Capitani23 * Fabian 'x3n' Landau 24 24 * Co-authors: 25 25 * ... … … 27 27 */ 28 28 29 /** 30 @file JumpPlatform.cc 31 @brief Implementation of the JumpPlatform class. 32 */ 33 29 34 #include "JumpPlatform.h" 30 35 31 36 #include "core/CoreIncludes.h" 32 37 #include "core/GameMode.h" 33 #include "core/command/Executor.h" 34 #include "tools/ParticleInterface.h" 35 #include "Scene.h" 36 #include "graphics/ParticleSpawner.h" 37 #include "graphics/Model.h" 38 #include "worldentities/MovableEntity.h" 39 #include "chat/ChatManager.h" 40 #include "OrxonoxPrereqs.h" 38 39 #include "gametypes/Gametype.h" 40 41 #include "JumpFigure.h" 42 43 #include "sound/WorldSound.h" 44 #include "core/XMLPort.h" 41 45 42 46 namespace orxonox … … 44 48 RegisterClass(JumpPlatform); 45 49 46 JumpPlatform::JumpPlatform(Context* context) : MobileEntity(context) 50 const float JumpPlatform::MAX_REL_Z_VELOCITY = 1.5; 51 52 /** 53 @brief 54 Constructor. Registers and initializes the object. 55 */ 56 JumpPlatform::JumpPlatform(Context* context) : MovableEntity(context) 47 57 { 48 58 RegisterObject(JumpPlatform); 49 59 50 51 model = new Model(getContext()); 52 model->setSyncMode(0); 53 model->setMeshSource("Platform01.mesh"); 54 55 attach(model); 56 setScale(5); 57 setPosition(Vector3(0,0,0)); 58 setVelocity(Vector3(0,0,0)); 59 60 } 61 60 this->figure_ = 0; 61 this->bDeleteBats_ = false; 62 this->batID_ = new unsigned int[1]; 63 this->batID_[0] = OBJECTID_UNKNOWN; 64 this->relMercyOffset_ = 0.05f; 65 66 this->registerVariables(); 67 68 //initialize sound 69 if (GameMode::isMaster()) 70 { 71 this->defScoreSound_ = new WorldSound(this->getContext()); 72 this->defScoreSound_->setVolume(1.0f); 73 this->defBatSound_ = new WorldSound(this->getContext()); 74 this->defBatSound_->setVolume(0.4f); 75 this->defBoundarySound_ = new WorldSound(this->getContext()); 76 this->defBoundarySound_->setVolume(0.5f); 77 } 78 else 79 { 80 this->defScoreSound_ = 0; 81 this->defBatSound_ = 0; 82 this->defBoundarySound_ = 0; 83 } 84 85 this->setPosition(Vector3(0,0,0)); 86 this->setVelocity(Vector3(0,0,0)); 87 this->setAcceleration(Vector3(0,0,0)); 88 } 89 90 /** 91 @brief 92 Destructor. 93 */ 94 JumpPlatform::~JumpPlatform() 95 { 96 if (this->isInitialized()) 97 { 98 if (this->bDeleteBats_) 99 delete this->figure_; 100 101 delete[] this->batID_; 102 } 103 } 104 105 //xml port for loading sounds 106 void JumpPlatform::XMLPort(Element& xmlelement, XMLPort::Mode mode) 107 { 108 SUPER(JumpPlatform, XMLPort, xmlelement, mode); 109 XMLPortParam(JumpPlatform, "defScoreSound", setDefScoreSound, getDefScoreSound, xmlelement, mode); 110 XMLPortParam(JumpPlatform, "defBatSound", setDefBatSound, getDefBatSound, xmlelement, mode); 111 XMLPortParam(JumpPlatform, "defBoundarySound", setDefBoundarySound, getDefBoundarySound, xmlelement, mode); 112 } 113 114 /** 115 @brief 116 Register variables to synchronize over the network. 117 */ 118 void JumpPlatform::registerVariables() 119 { 120 registerVariable( this->fieldWidth_ ); 121 registerVariable( this->fieldHeight_ ); 122 registerVariable( this->relMercyOffset_ ); 123 registerVariable( this->batID_[0] ); 124 //registerVariable( this->batID_[1], VariableDirection::ToClient, new NetworkCallback<JumpPlatform>( this, &JumpPlatform::applyBats) ); 125 } 126 127 /** 128 @brief 129 Is called every tick. 130 Handles the movement of the ball and its interaction with the boundaries and bats. 131 @param dt 132 The time since the last tick. 133 */ 62 134 void JumpPlatform::tick(float dt) 63 135 { 64 //setAngularVelocity(getAngularVelocity() + Vector3(0.05,0,0));65 /*Vector3 movement(0,0,0);66 Vector3 shipPosition = getPosition();*/67 68 69 70 136 SUPER(JumpPlatform, tick, dt); 71 } 72 73 137 138 Vector3 platformPosition = this->getPosition(); 139 Vector3 platformVelocity = this->getVelocity(); 140 141 if (figure_ != NULL) 142 { 143 Vector3 figurePosition = figure_->getPosition(); 144 Vector3 figureVelocity = figure_->getVelocity(); 145 146 if(figureVelocity.z < 0 && figurePosition.x > platformPosition.x-10 && figurePosition.x < platformPosition.x+10 && figurePosition.z > platformPosition.z-4 && figurePosition.z < platformPosition.z+4) 147 { 148 figure_->JumpFromPlatform(200.0f); 149 } 150 } 151 152 153 154 /* 155 // If the ball has gone over the top or bottom boundary of the playing field (i.e. the ball has hit the top or bottom delimiters). 156 if (position.z > this->fieldHeight_ / 2 || position.z < -this->fieldHeight_ / 2) 157 { 158 defBoundarySound_->play(); //play boundary sound 159 // Its velocity in z-direction is inverted (i.e. it bounces off). 160 velocity.z = -velocity.z; 161 // And its position is set as to not overstep the boundary it has just crossed. 162 if (position.z > this->fieldHeight_ / 2) 163 position.z = this->fieldHeight_ / 2; 164 if (position.z < -this->fieldHeight_ / 2) 165 position.z = -this->fieldHeight_ / 2; 166 167 this->fireEvent(); 168 } 169 170 // If the ball has crossed the left or right boundary of the playing field (i.e. a player has just scored, if the bat isn't there to parry). 171 if (position.x > this->fieldWidth_ / 2 || position.x < -this->fieldWidth_ / 2) 172 { 173 float distance = 0; 174 175 if (this->bat_ != NULL) // If there are bats. 176 { 177 // If the right boundary has been crossed. 178 if (position.x > this->fieldWidth_ / 2 && this->bat_[1] != NULL) 179 { 180 // Calculate the distance (in z-direction) between the ball and the center of the bat, weighted by half of the effective length of the bat (with additional 10%) 181 distance = (position.z - this->bat_[1]->getPosition().z) / (this->fieldHeight_ * (this->batlength_ * 1.10f) / 2); 182 if (fabs(distance) <= 1) // If the bat is there to parry. 183 { 184 defBatSound_->play(); //play bat sound 185 // Set the ball to be exactly at the boundary. 186 position.x = this->fieldWidth_ / 2; 187 // Invert its velocity in x-direction (i.e. it bounces off). 188 velocity.x = -velocity.x; 189 // Adjust the velocity in the z-direction, depending on where the ball hit the bat. 190 velocity.z = distance * distance * sgn(distance) * JumpPlatform::MAX_REL_Z_VELOCITY * this->speed_; 191 acceleration = this->bat_[1]->getVelocity() * this->accelerationFactor_ * -1; 192 193 this->fireEvent(); 194 } 195 // If the left player scores. 196 else if (GameMode::isMaster() && position.x > this->fieldWidth_ / 2 * (1 + this->relMercyOffset_)) 197 { 198 defScoreSound_->play();//play score sound 199 if (this->getGametype() && this->bat_[0]) 200 { 201 this->getGametype()->playerScored(this->bat_[0]->getPlayer()); 202 return; 203 } 204 } 205 } 206 // If the left boundary has been crossed. 207 else if (position.x < -this->fieldWidth_ / 2 && this->bat_[0] != NULL) 208 { 209 // Calculate the distance (in z-direction) between the ball and the center of the bat, weighted by half of the effective length of the bat (with additional 10%) 210 distance = (position.z - this->figure_->getPosition().z) / (this->fieldHeight_ * (this->batlength_ * 1.10f) / 2); 211 if (fabs(distance) <= 1) // If the bat is there to parry. 212 { 213 defBatSound_->play(); //play bat sound 214 // Set the ball to be exactly at the boundary. 215 position.x = -this->fieldWidth_ / 2; 216 // Invert its velocity in x-direction (i.e. it bounces off). 217 velocity.x = -velocity.x; 218 // Adjust the velocity in the z-direction, depending on where the ball hit the bat. 219 velocity.z = distance * distance * sgn(distance) * JumpPlatform::MAX_REL_Z_VELOCITY * this->speed_; 220 acceleration = this->bat_[0]->getVelocity() * this->accelerationFactor_ * -1; 221 222 this->fireEvent(); 223 } 224 // If the right player scores. 225 else if (GameMode::isMaster() && position.x < -this->fieldWidth_ / 2 * (1 + this->relMercyOffset_)) 226 { 227 defScoreSound_->play();//play score sound 228 if (this->getGametype() && this->bat_[1]) 229 { 230 this->getGametype()->playerScored(this->bat_[1]->getPlayer()); 231 return; 232 } 233 } 234 } 235 } 236 } 237 */ 238 } 239 240 /** 241 @brief 242 Set the bats for the ball. 243 @param bats 244 An array (of size 2) of weak pointers, to be set as the new bats. 245 */ 246 void JumpPlatform::setFigure(WeakPtr<JumpFigure> newFigure) 247 { 248 if (this->bDeleteBats_) // If there are already some bats, delete them. 249 { 250 delete this->figure_; 251 this->bDeleteBats_ = false; 252 } 253 254 this->figure_ = newFigure; 255 // Also store their object IDs, for synchronization. 256 this->batID_[0] = this->figure_->getObjectID(); 257 } 258 259 /** 260 @brief 261 Get the bats over the network. 262 */ 263 void JumpPlatform::applyBats() 264 { 265 // Make space for the bats, if they don't exist, yet. 266 if (this->figure_ == NULL) 267 { 268 this->figure_ = *(new WeakPtr<JumpFigure>); 269 this->bDeleteBats_ = true; 270 } 271 272 if (this->batID_[0] != OBJECTID_UNKNOWN) 273 { 274 // WAR IM PONG NICHT AUSKOMMENTIERT!!! 275 //this->figure_ = orxonox_cast<JumpFigure>(Synchronisable::getSynchronisable(this->batID_[0])); 276 } 277 } 278 279 void JumpPlatform::setDefScoreSound(const std::string &jumpSound) 280 { 281 if( defScoreSound_ ) 282 defScoreSound_->setSource(jumpSound); 283 else 284 assert(0); // This should never happen, because soundpointer is only available on master 285 } 286 287 const std::string& JumpPlatform::getDefScoreSound() 288 { 289 if( defScoreSound_ ) 290 return defScoreSound_->getSource(); 291 else 292 assert(0); 293 return BLANKSTRING; 294 } 295 296 void JumpPlatform::setDefBatSound(const std::string &jumpSound) 297 { 298 if( defBatSound_ ) 299 defBatSound_->setSource(jumpSound); 300 else 301 assert(0); // This should never happen, because soundpointer is only available on master 302 } 303 304 const std::string& JumpPlatform::getDefBatSound() 305 { 306 if( defBatSound_ ) 307 return defBatSound_->getSource(); 308 else 309 assert(0); 310 return BLANKSTRING; 311 } 312 313 void JumpPlatform::setDefBoundarySound(const std::string &jumpSound) 314 { 315 if( defBoundarySound_ ) 316 defBoundarySound_->setSource(jumpSound); 317 else 318 assert(0); // This should never happen, because soundpointer is only available on master 319 } 320 321 const std::string& JumpPlatform::getDefBoundarySound() 322 { 323 if( defBoundarySound_ ) 324 return defBoundarySound_->getSource(); 325 else 326 assert(0); 327 return BLANKSTRING; 328 } 74 329 } -
code/branches/pickupsFS14/src/modules/jump/JumpPlatform.h
r10032 r10040 21 21 * 22 22 * Author: 23 * F lorian Zinggeler23 * Fabian 'x3n' Landau 24 24 * Co-authors: 25 25 * ... … … 30 30 @file JumpPlatform.h 31 31 @brief Declaration of the JumpPlatform class. 32 @ingroup Jump 32 33 */ 33 34 … … 37 38 #include "jump/JumpPrereqs.h" 38 39 39 #include "worldentities/MobileEntity.h" 40 #include "util/Math.h" 41 42 #include "worldentities/MovableEntity.h" 43 40 44 41 45 namespace orxonox 42 46 { 43 class _JumpExport JumpPlatform : public MobileEntity 47 48 /** 49 @brief 50 This class manages the ball for @ref orxonox::Jump "Jump". 51 52 It is responsible for both the movement of the ball in the x,z-plane as well as its interaction with the boundaries of the playing field (defined by the @ref orxonox::JumpCenterpoint "JumpCenterpoint") and the @ref orxonox::JumpFigure "JumpFigures". Or more precisely, it makes the ball bounce off then upper and lower delimiters of the playing field, it makes the ball bounce off the bats and also detects when a player scores and takes appropriate measures. 53 54 @author 55 Fabian 'x3n' Landau 56 57 @ingroup Jump 58 */ 59 class _JumpExport JumpPlatform : public MovableEntity 44 60 { 45 61 public: 46 62 JumpPlatform(Context* context); 63 virtual ~JumpPlatform(); 64 47 65 virtual void tick(float dt); 48 66 49 private: 50 Model* model; 67 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); 68 69 /** 70 @brief Set the dimensions of the playing field. 71 @param width The width of the playing field. 72 @param height The height of the playing field. 73 */ 74 void setFieldDimension(float width, float height) 75 { this->fieldWidth_ = width; this->fieldHeight_ = height; } 76 /** 77 @brief Get the dimensions of the playing field. 78 @param dimension A vector with the width as the first and height as the second component. 79 */ 80 void setFieldDimension(const Vector2& dimension) 81 { this->setFieldDimension(dimension.x, dimension.y); } 82 /** 83 @brief Get the dimensions of the playing field. 84 @return Returns a vector with the width as the first and height as the second component. 85 */ 86 Vector2 getFieldDimension() const 87 { return Vector2(this->fieldWidth_, this->fieldHeight_); } 88 89 90 void setFigure(WeakPtr<JumpFigure> bats); //!< Set the bats for the ball. 91 void applyBats(); //!< Get the bats over the network. 92 93 static const float MAX_REL_Z_VELOCITY; 94 95 void setDefScoreSound(const std::string& engineSound); 96 const std::string& getDefScoreSound(); 97 void setDefBatSound(const std::string& engineSound); 98 const std::string& getDefBatSound(); 99 void setDefBoundarySound(const std::string& engineSound); 100 const std::string& getDefBoundarySound(); 101 102 protected: 103 void registerVariables(); 104 105 float fieldWidth_; //!< The width of the playing field. 106 float fieldHeight_; //!< The height of the playing field. 107 WeakPtr<JumpFigure> figure_; //!< An array with the two bats. 108 bool bDeleteBats_; //!< Bool, to keep track, of whether this->bat_ exists or not. 109 unsigned int* batID_; //!< The object IDs of the bats, to be able to synchronize them over the network. 110 float relMercyOffset_; //!< Offset, that makes the player not loose, when, in all fairness, he would have. 111 WorldSound* defScoreSound_; 112 WorldSound* defBatSound_; 113 WorldSound* defBoundarySound_; 51 114 }; 52 115 } -
code/branches/pickupsFS14/src/modules/jump/JumpPrereqs.h
r10032 r10040 21 21 * 22 22 * Author: 23 * Florian Zinggeler23 * Reto Grieder 24 24 * Co-authors: 25 25 * ... … … 30 30 @file 31 31 @brief 32 Shared library macros, enums, constants and forward declarations for the Invadermodule32 Shared library macros, enums, constants and forward declarations for the jump module 33 33 */ 34 34 … … 43 43 //----------------------------------------------------------------------- 44 44 45 #if defined(ORXONOX_PLATFORM_WINDOWS) && !defined( INVADER_STATIC_BUILD)46 # ifdef INVADER_SHARED_BUILD45 #if defined(ORXONOX_PLATFORM_WINDOWS) && !defined(PONG_STATIC_BUILD) 46 # ifdef PONG_SHARED_BUILD 47 47 # define _JumpExport __declspec(dllexport) 48 48 # else … … 69 69 { 70 70 class Jump; 71 class JumpCenterPoint;72 class JumpShip;73 71 class JumpPlatform; 74 class JumpEnemy; 75 class JumpEnemyShooter; 76 class JumpWeapon; 77 class JumpWeaponEnemy; 78 class JumpHUDinfo; 72 class JumpPlatformHMove; 73 class JumpFigure; 74 class JumpCenterpoint; 75 class JumpScore; 79 76 } 80 77
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