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Changeset 7579


Ignore:
Timestamp:
Oct 22, 2010, 4:19:40 PM (14 years ago)
Author:
jo
Message:

Jetzt auch mit einfachem HUD.

Location:
code/branches/lastmanstanding
Files:
4 edited

Legend:

Unmodified
Added
Removed
  • code/branches/lastmanstanding/data/levels/gametype_lastmanstanding.oxw

    r7573 r7579  
    33  include("hudtemplates3.oxo")
    44  include("templates/lodinformation.oxt")
     5  include("lastmanstandinghud.oxo")
    56?>
    67
     
    103104           <!--ParticleEmitter position="0,0,0" source="Orxonox/Steam" /-->
    104105       </attached>
     106
     107      <!--collisionShapes>
     108        <BoxCollisionShape position="<?lua print(y) ?>,0,<?lua print(z) ?>"      halfExtents="50, 200, 50" />
     109      </collisionShapes-->
     110
    105111  </MovableEntity>
    106112
  • code/branches/lastmanstanding/data/overlays/dynamicmatchhud.oxo

    r7163 r7579  
    1616     position = "0.5, 0.05"
    1717     font     = "VeraMono"
    18      textsize = 0.04
     18     textsize = 0.033
    1919     colour   = "1.0, 1.0, 0.5, 1.0"
    2020     align    = "center"
    2121    />
     22
    2223  </OverlayGroup>
    2324</Template>
  • code/branches/lastmanstanding/src/orxonox/gametypes/LastManStanding.cc

    r7556 r7579  
    3434#include "worldentities/pawns/Pawn.h"
    3535#include "core/ConfigValueIncludes.h"
     36#include "util/Convert.h"
    3637
    3738namespace orxonox
     
    4647        this->playersAlive=0;
    4748        this->timeRemaining=20.0f;
     49        this->setHUDTemplate("LastmanstandingHUD");
    4850    }
    4951
     
    128130        COUT(0) << message << std::endl;
    129131        Host::Broadcast(message);
     132        //Update: EachPlayer's "Players in Game"-HUD
     133        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
     134        {
     135            if (it->first->getClientID() == CLIENTID_UNKNOWN)
     136                continue;
     137            const std::string& message1 = "Remaining Players: "+ multi_cast<std::string>(playersAlive);
     138            this->gtinfo_->sendStaticMessage(message1,it->first->getClientID(),ColourValue(1.0f, 1.0f, 0.5f));
     139        }
     140       
    130141    }
    131142
     
    142153            COUT(0) << message << std::endl;
    143154            Host::Broadcast(message);
     155            //Update: EachPlayer's "Players in Game"-HUD
     156            for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
     157            {
     158                if (it->first->getClientID() == CLIENTID_UNKNOWN)
     159                    continue;
     160                const std::string& message1 = "Remaining Players: "+ multi_cast<std::string>(playersAlive);
     161                this->gtinfo_->sendStaticMessage(message1,it->first->getClientID(),ColourValue(1.0f, 1.0f, 0.5f));
     162            }
    144163        }
    145164
     
    159178
    160179        return valid_player;
     180    }
     181
     182    void LastManStanding::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn)
     183    {
     184        if (!player)
     185            return;
     186        //Update: Individual Players "lifes"-HUD
     187        std::map<PlayerInfo*, Player>::iterator it2 = this->players_.find(player);
     188        if (it2 != this->players_.end())
     189        {
     190            const std::string& message = "Your Lives: " +multi_cast<std::string>(playerLives_[player]);
     191            this->gtinfo_->sendFadingMessage(message,it2->first->getClientID());
     192
     193        }
     194    }
     195
     196    void LastManStanding::playerStopsControllingPawn(PlayerInfo* player, Pawn* pawn)
     197    {
     198        //Update: EachPlayer's "Players in Game"-HUD
     199        for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it)
     200        {
     201            if (it->first->getClientID() == CLIENTID_UNKNOWN)
     202                continue;
     203            const std::string& message1 = "Remaining Players : "+ multi_cast<std::string>(playersAlive);
     204            this->gtinfo_->sendStaticMessage(message1,it->first->getClientID(),ColourValue(1.0f, 1.0f, 0.5f));
     205        }
     206   
    161207    }
    162208
     
    224270                this->timeToAct_[player]=timeRemaining+3.0f;//reset timer
    225271            }
     272
    226273        }
    227274    }
    228275   
    229 
    230276    void LastManStanding::tick(float dt)
    231277    {
  • code/branches/lastmanstanding/src/orxonox/gametypes/LastManStanding.h

    r7556 r7579  
    3030    @brief Declaration of the Gametype "Last Man Standing".
    3131*/
    32 /* BY THE WAY
    33 //!You have to ADD BOTS (or any other further players) BEFORE actually starting a match!
    34 //Maybe a warning should be added in the menu, if a player starts a Last Man Standing match alone.
    35 //Whenever there is only on player in the game, this player will be declared as winner.
    36 //How "death" is managed: dead players cannot respawn.
    37 */
     32
    3833#ifndef _LastManStanding_H__
    3934#define _LastManStanding_H__
     
    7267            virtual void start(); //!< Sends a start message.
    7368            virtual void end(); //!< Sends an end message.
    74             virtual void playerEntered(PlayerInfo* player);
    75             virtual bool playerLeft(PlayerInfo* player);
     69            virtual void playerEntered(PlayerInfo* player); //!< Initializes values. Manages the gametype's HUD. #Players alive via StaticMessage.
     70            virtual bool playerLeft(PlayerInfo* player); //!< Manages the gametype's HUD. #Players alive via StaticMessage.
    7671            virtual bool playerChangedName(PlayerInfo* player);
    77 
     72            virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn); //!< Manages the gametype's HUD. player's lives via FadingMessage.
     73            virtual void playerStopsControllingPawn(PlayerInfo* player, Pawn* pawn);  //!< Manages the gametype's HUD. #Players alive via StaticMessage.
    7874            virtual void pawnKilled(Pawn* victim, Pawn* killer = 0);
    7975
    80             const int playerGetLives(PlayerInfo* player); //!< getFunction for the map "playerLives_"
     76            const int playerGetLives(PlayerInfo* player); //!< getFunction for the map "playerLives_".
    8177            void killPlayer(PlayerInfo* player); //!< Function in order to kill a player. Punishment for hiding longer than "timeRemaining".
    8278            void tick (float dt); //!< used to end the game
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