Changeset 9286 for code/branches/presentation2012merge
- Timestamp:
- Jun 10, 2012, 5:13:00 PM (13 years ago)
- Location:
- code/branches/presentation2012merge
- Files:
-
- 16 edited
- 4 copied
Legend:
- Unmodified
- Added
- Removed
-
code/branches/presentation2012merge
- Property svn:mergeinfo changed
/code/branches/pCuts (added) merged: 9023-9024,9027,9081-9092
- Property svn:mergeinfo changed
-
code/branches/presentation2012merge/data/levels/presentationHS11.oxw
r9272 r9286 1 <!-- TODO: add in level documentation !! --> 2 3 1 4 <LevelInfo 2 5 name = "Presentation HS 2011" … … 79 82 </events> 80 83 </SimpleNotification> 84 85 81 86 82 87 … … 131 136 <?lua end ?> 132 137 133 134 135 136 137 138 <!-- @Triggers: "hintX" <-> delayed LetsGo --> 139 <EventTrigger name="hint1" activations="1" stayactive="true" delay=4.2> 140 <events> 141 <trigger> 142 <EventListener event="LetsGo" /> 143 </trigger> 144 </events> 145 </EventTrigger> 146 <EventTrigger name="hint2" activations="1" stayactive="true" delay=8.4> 147 <events> 148 <trigger> 149 <EventListener event="LetsGo" /> 150 </trigger> 151 </events> 152 </EventTrigger> 153 <EventTrigger name="hint3" activations="1" stayactive="true" delay=12.6> 154 <events> 155 <trigger> 156 <EventListener event="LetsGo" /> 157 </trigger> 158 </events> 159 </EventTrigger> 160 <EventTrigger name="hint4" activations="1" stayactive="true" delay=16.8> 161 <events> 162 <trigger> 163 <EventListener event="LetsGo" /> 164 </trigger> 165 </events> 166 </EventTrigger> 167 <EventTrigger name="hint5" activations="1" stayactive="true" delay=21> 168 <events> 169 <trigger> 170 <EventListener event="LetsGo" /> 171 </trigger> 172 </events> 173 </EventTrigger> 174 <EventTrigger name="hint6" activations="1" stayactive="true" delay=25.2> 175 <events> 176 <trigger> 177 <EventListener event="LetsGo" /> 178 </trigger> 179 </events> 180 </EventTrigger> 181 182 183 184 <SimpleNotification message="Make bots follow you: Press (1)" broadcast="true"> 185 <events> 186 <trigger> 187 <EventListener event=hint1 /> 188 </trigger> 189 </events> 190 </SimpleNotification> 191 192 <SimpleNotification message="Toggle group behaviour: Press (1)" broadcast="true"> 193 <events> 194 <trigger> 195 <EventListener event=hint2 /> 196 </trigger> 197 </events> 198 </SimpleNotification> 199 200 <SimpleNotification message="Tell the bots to defend you: Press (2)" broadcast="true"> 201 <events> 202 <trigger> 203 <EventListener event=hint3 /> 204 </trigger> 205 </events> 206 </SimpleNotification> 207 208 <SimpleNotification message="Make them attack opponents: Press (2)" broadcast="true"> 209 <events> 210 <trigger> 211 <EventListener event=hint4 /> 212 </trigger> 213 </events> 214 </SimpleNotification> 215 216 <SimpleNotification message="Let the bots behave normal: Press (2) " broadcast="true"> 217 <events> 218 <trigger> 219 <EventListener event=hint5 /> 220 </trigger> 221 </events> 222 </SimpleNotification> 223 224 <SimpleNotification message="Have a look at the console to verify this." broadcast="true"> 225 <events> 226 <trigger> 227 <EventListener event=hint6 /> 228 </trigger> 229 </events> 230 </SimpleNotification> 138 231 139 232 <!-- Generate asteroid field and asteroid belt --> -
code/branches/presentation2012merge/data/levels/tetris.oxw
r9016 r9286 9 9 include("HUDTemplates3.oxo") 10 10 include("stats.oxo") 11 include("tetrisHUD.oxo") 11 12 include("templates/lodInformation.oxt") 12 13 ?> … … 16 17 <camerapositions> 17 18 <CameraPosition position="55,75,200" absolute=true /> 18 <CameraPosition position="0,50,160" drag=true mouselook=true />19 <CameraPosition position="0,50,0" pitch=-90 drag=true mouselook=true />20 19 </camerapositions> 21 20 </TetrisStone> … … 25 24 <TetrisStone camerapositiontemplate=tetrisstonecameras> 26 25 <attached> 27 <Model position="0,0,0" mesh="crate.mesh" scale= 1/>26 <Model position="0,0,0" mesh="crate.mesh" scale=0.9 /> 28 27 </attached> 29 28 </TetrisStone> 30 29 </Template> 30 31 32 33 <Template name=tetrisbrickcameras defaults=0> 34 <TetrisBrick> 35 <camerapositions> 36 <CameraPosition position="55,75,200" absolute=true /> 37 <CameraPosition position="0,50,160" drag=true mouselook=true /> 38 <CameraPosition position="0,50,0" pitch=-90 drag=true mouselook=true /> 39 </camerapositions> 40 </TetrisBrick> 41 </Template> 42 43 <Template name=tetrisbrick> 44 <TetrisBrick camerapositiontemplate=tetrisbrickcameras> 45 </TetrisBrick> 46 </Template> 47 31 48 32 49 <Level … … 42 59 skybox = "Orxonox/skypanoramagen1" 43 60 > 61 <!--luke_grey_-_hypermode.ogg allgorythm-lift_up.ogg Fight1.ogg --> 62 <WorldAmbientSound 63 source="Ganymede.ogg" 64 looping="true" 65 playOnLoad="true" 66 /> 67 44 68 <Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0, 0.9, 0.9, 1.0" specular="1.0, 0.9, 0.9, 1.0" /> 69 45 70 46 71 <?lua … … 50 75 <?lua end ?> 51 76 52 <TetrisCenterpoint name=tetriscenter width=11 height=15 stoneSize=10 stoneTemplate=tetrisstone stoneSpeed=10 position="-55,-75,0">77 <TetrisCenterpoint name=tetriscenter width=11 height=15 stoneSize=10 stoneTemplate=tetrisstone brickTemplate=tetrisbrick stoneSpeed=10 position="-55,-75,0"> 53 78 <attached> 54 79 <Model position="55,-1,0" mesh="cube.mesh" scale3D="57,1,11" /> … … 56 81 <Model position="111,76,0" mesh="cube.mesh" scale3D="1,76,1" /> 57 82 </attached> 83 <!--collisionShapes> 84 <BoxCollisionShape position="55,-1,0" halfExtents="57,1,11" /> 85 <BoxCollisionShape position="-1,76,0" halfExtents="1,76,1" /> 86 <BoxCollisionShape position="111,76,0" halfExtents="1,76,1" /> 87 </collisionShapes--> 58 88 </TetrisCenterpoint> 89 90 <!-- ------------ insert eye candy here ---------------- --> 91 92 <!-- asteroidBelt(centerX, centerY, centerZ, yaw, pitch, segments, minSize, maxSize, radius0, radius1, count, fog) --> 93 <!-- DONT DARE TO TURN THE FOG ON, whithout finding a better belt position --> 94 <?lua 95 dofile("includes/asteroidField.lua") 96 asteroidBelt(10000, 0, 0, -40, -90, 70, 100, 200, 24000, 20000, 500, 0) 97 98 ?> 99 59 100 60 101 </Scene> -
code/branches/presentation2012merge/src/modules/tetris/CMakeLists.txt
r8706 r9286 3 3 TetrisCenterpoint.cc 4 4 TetrisStone.cc 5 TetrisBrick.cc 6 TetrisScore.cc 5 7 ) 6 8 … … 10 12 LINK_LIBRARIES 11 13 orxonox 14 overlays 12 15 SOURCE_FILES ${TETRIS_SRC_FILES} 13 16 ) -
code/branches/presentation2012merge/src/modules/tetris/Tetris.cc
r8858 r9286 23 23 * ... 24 24 * Co-authors: 25 * ... 26 * 25 * Johannes Ritz 26 * 27 * 28 *BUG c) destroying the old stones causes segfault -> WeakPointer as solution ? 29 *BUG d) wrong collision detection: sometimes stones "bounce off" 30 * 31 * 32 *TASK c) end the game in a nicer way 33 *TASK d) save the highscore 34 *TASK e) eye candy 27 35 */ 28 36 … … 42 50 #include "TetrisCenterpoint.h" 43 51 #include "TetrisStone.h" 52 #include "TetrisBrick.h" 44 53 #include "infos/PlayerInfo.h" 45 54 … … 52 61 @brief 53 62 Constructor. Registers and initializes the object. 63 @ingroup Tetris 54 64 */ 55 65 Tetris::Tetris(BaseObject* creator) : Deathmatch(creator) … … 57 67 RegisterObject(Tetris); 58 68 59 this->active Stone_ = NULL;69 this->activeBrick_ = NULL; 60 70 61 71 // Pre-set the timer, but don't start it yet. 62 this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Tetris::start Stone, this)));72 this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Tetris::startBrick, this))); 63 73 this->starttimer_.stopTimer(); 64 74 65 75 this->player_ = NULL; 76 this->endGameCriteria_ = 0.0f; 77 this->setHUDTemplate("TetrisHUD"); 78 this->futureBrick_ = NULL; 66 79 } 67 80 … … 82 95 void Tetris::cleanup() 83 96 { 97 /*for(int i = 0;i < this->stones_.size(); i++) //TODO: Why isn't there any code like this 98 { // compensating the 'new' statement? 99 delete this->stones_[i]; 100 }//*/ 84 101 85 102 } … … 89 106 SUPER(Tetris, tick, dt); 90 107 91 if(this->activeStone_ != NULL) 92 { 93 if(!this->isValidStonePosition(this->activeStone_, this->activeStone_->getPosition())) 94 { 95 this->activeStone_->setVelocity(Vector3::ZERO); 96 this->createStone(); 97 this->startStone(); 108 if((this->activeBrick_ != NULL)&&(!this->hasEnded())) 109 { 110 this->endGameCriteria_ += dt; 111 if(!this->isValidBrickPosition(this->activeBrick_, this->activeBrick_->getPosition())) 112 { 113 this->activeBrick_->setVelocity(Vector3::ZERO); 114 this->activeBrick_->releaseStones(this->center_); 115 //delete this->activeBrick_; //releasing the memory 116 this->findFullRows(); 117 if(this->endGameCriteria_ < 0.1f) //end game if two bricks are created within a 0.1s interval. 118 this->end(); 119 this->createBrick(); 120 this->startBrick(); 121 this->endGameCriteria_ = 0.0f; 98 122 } 99 123 } … … 123 147 } 124 148 149 /** 150 @brief 151 Check for each stone in a brick if it is moved the right way. 152 */ 153 bool Tetris::isValidMove(TetrisBrick* brick, const Vector3& position, bool isRotation = false) 154 { 155 assert(brick); 156 157 for (unsigned int i = 0; i < brick->getNumberOfStones(); i++ ) 158 { 159 TetrisStone* stone = brick->getStone(i); 160 Vector3 stonePosition; //the current stone's offset to position 161 if(isRotation) 162 stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()+1); 163 else 164 stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); 165 166 if(! this->isValidMove(stone, position + stonePosition )) 167 { 168 return false; 169 } 170 171 //catch illegal rotation (such that collisions with ground are not permitted) 172 if(isRotation) 173 { 174 if((position + stonePosition).y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level 175 { 176 return false; 177 } 178 } 179 } 180 return true; 181 182 } 183 184 185 125 186 bool Tetris::isValidStonePosition(TetrisStone* stone, const Vector3& position) 126 187 { … … 130 191 for(std::vector<TetrisStone*>::const_reverse_iterator it = this->stones_.rbegin(); it != this->stones_.rend(); ++it) 131 192 { 132 if( stone == *it)193 if(this->activeBrick_->contains(*it))//skip the moving brick' stones 133 194 continue; 134 195 //Vector3 currentStonePosition = rotateVector((*it)->getPosition(), this->activeBrick_->getRotationCount()); 135 196 const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone 136 197 //!< Saves the position of the currentStone 198 199 //filter out cases where the falling stone is already below a steady stone 200 if(position.y < currentStonePosition.y - this->center_->getStoneSize()/2.0f) 201 continue; 137 202 if((position.x == currentStonePosition.x) && (position.y < currentStonePosition.y + this->center_->getStoneSize())) 138 203 { 139 this->activeStone_->setPosition(Vector3(this->activeStone_->getPosition().x, currentStonePosition.y+this->center_->getStoneSize(), this->activeStone_->getPosition().z)); 204 int y_offset = static_cast<int>((this->activeBrick_->getPosition().y-currentStonePosition.y+10)/10)*10 + currentStonePosition.y; 205 if(y_offset < 0) //filter out extreme cases (very rare bug) 206 y_offset = 0; 207 this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, y_offset, this->activeBrick_->getPosition().z)); 140 208 return false; 141 209 }// This case applies if the stones overlap partially vertically … … 145 213 if(position.y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level 146 214 { 147 stone->setPosition(Vector3(stone->getPosition().x, this->center_->getStoneSize()/2.0f, stone->getPosition().z)); 215 int yOffset = stone->getPosition().y + this->center_->getStoneSize()/2.0f;//calculate offset 216 if(yOffset < 0) //catch brake-throughs 217 yOffset = 0; 218 this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, yOffset, this->activeBrick_->getPosition().z)); 148 219 return false; 149 220 } … … 151 222 return true; 152 223 } 224 /** 225 * @brief This function determines wether a brick touches another brick or the ground. 226 * 227 */ 228 bool Tetris::isValidBrickPosition(TetrisBrick* brick, const Vector3& position) 229 { 230 assert(brick); 231 232 for (unsigned int i = 0; i < brick->getNumberOfStones(); i++ ) 233 { 234 TetrisStone* stone = brick->getStone(i); 235 Vector3 stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); 236 if(! this->isValidStonePosition(stone, position + stonePosition) ) 237 return false; 238 } 239 return true; 240 } 241 242 /** 243 @brief 244 A Vector3 is rolled 90 * degrees * amount (anticlockwise rotation) 245 */ 246 Vector3 Tetris::rotateVector(Vector3 position, unsigned int amount) 247 { 248 int temp = 0; 249 for(unsigned int i = 0; i < amount; i++) 250 { 251 temp = position.x; 252 position.x = -position.y; 253 position.y = temp; 254 } 255 return position; 256 } 153 257 154 258 /** … … 160 264 if (this->center_ != NULL) // There needs to be a TetrisCenterpoint, i.e. the area the game takes place. 161 265 { 162 // Create the first stone. 163 this->createStone(); 266 // Create the futureBrick_ 267 this->createBrick(); 268 // Create the first brick. 269 this->createBrick(); 164 270 } 165 271 else // If no centerpoint was specified, an error is thrown and the level is exited. … … 190 296 void Tetris::end() 191 297 { 298 this->activeBrick_->setVelocity(Vector3::ZERO); 299 if(this->activeBrick_ != NULL) 300 { 301 this->player_->stopControl(); 302 } 303 192 304 this->cleanup(); 193 305 … … 225 337 } 226 338 227 /** 228 @brief 229 Starts the first stone. 230 */ 231 void Tetris::startStone(void) 339 340 341 void Tetris::startBrick(void) 232 342 { 233 343 if(this->player_ == NULL) … … 235 345 236 346 unsigned int cameraIndex = 0; 237 if(this->active Stone_ != NULL)347 if(this->activeBrick_ != NULL) 238 348 { 239 349 // Get camera settings 240 cameraIndex = this->active Stone_->getCurrentCameraIndex();350 cameraIndex = this->activeBrick_->getCurrentCameraIndex(); 241 351 this->player_->stopControl(); 242 352 } 243 244 // Make the last stone to be created the active stone. 245 this->activeStone_ = this->stones_.back(); 246 247 this->player_->startControl(this->activeStone_); 248 this->activeStone_->setVelocity(0.0f, -this->center_->getStoneSpeed(), 0.0f); 249 this->activeStone_->setCameraPosition(cameraIndex); 250 } 251 252 /** 253 @brief 254 Creates a new stone. 255 */ 256 void Tetris::createStone(void) 257 { 258 // Create a new stone and add it to the list of stones. 259 TetrisStone* stone = new TetrisStone(this->center_); 260 this->stones_.push_back(stone); 261 353 354 // Make the last brick to be created the active brick. 355 this->activeBrick_ = this->bricks_.back(); 356 357 this->player_->startControl(this->activeBrick_); 358 this->activeBrick_->setVelocity(0.0f, -this->center_->getStoneSpeed(), 0.0f); 359 this->activeBrick_->setCameraPosition(cameraIndex); 360 } 361 362 void Tetris::createBrick(void) //TODO: random rotation offset between 0 and 3 (times 90°) 363 { 364 // Use the futureBrick_ as new currentBrick by setting its position and storing it in this->bricks 365 if(this->futureBrick_ != NULL) 366 { 367 for (unsigned int i = 0; i < this->futureBrick_->getNumberOfStones(); i++) 368 { 369 this->stones_.push_back(this->futureBrick_->getStone(i)); 370 } 371 float xPos = (this->center_->getWidth()/2 + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); 372 float yPos = (this->center_->getHeight()-0.5f)*this->center_->getStoneSize(); 373 this->futureBrick_->setPosition(xPos, yPos, 0.0f); 374 this->bricks_.push_back(this->futureBrick_); 375 } 376 // create new futureBrick_ 377 this->futureBrick_ = new TetrisBrick(this->center_); 378 379 262 380 // Apply the stone template to the stone. 263 stone->addTemplate(this->center_->getStoneTemplate()); 264 265 // Attach the stone to the Centerpoint and set the position of the stone to be at the top middle. 266 this->center_->attach(stone); 267 float xPos = (this->center_->getWidth()/2 + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); 268 float yPos = (this->center_->getHeight()-0.5f)*this->center_->getStoneSize(); 269 stone->setPosition(xPos, yPos, 0.0f); 270 stone->setGame(this); 271 } 381 this->futureBrick_->addTemplate(this->center_->getBrickTemplate()); 382 383 // Attach the brick to the Centerpoint and set the position of the brick to be at the left side. 384 this->center_->attach(this->futureBrick_); 385 float xPos = (this->center_->getWidth()*1.6 + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); 386 float yPos = (this->center_->getHeight()-5.1f)*this->center_->getStoneSize(); 387 this->futureBrick_->setPosition(xPos, yPos, 0.0f); 388 this->futureBrick_->setGame(this); 389 } 390 272 391 273 392 /** … … 282 401 } 283 402 403 /*TetrisCenterpoint* Tetris::getCenterpoint(void) const 404 { 405 return this->center_; 406 }*/ 407 284 408 /** 285 409 @brief Set the TetrisCenterpoint (the playing field). … … 291 415 } 292 416 417 /** 418 @brief Check each row if it is full. Removes all full rows. Update 419 @brief Manages score. 420 */ 421 void Tetris::findFullRows() 422 { 423 unsigned int correctPosition = 0; 424 unsigned int stonesPerRow = 0; 425 for (unsigned int row = 0; row < this->center_->getHeight(); row++) 426 { 427 stonesPerRow = 0; 428 for(std::vector<TetrisStone*>::iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) 429 { 430 correctPosition = static_cast<unsigned int>(((*it)->getPosition().y - 5)/this->center_->getStoneSize()); 431 if(correctPosition == row) 432 { 433 stonesPerRow++; 434 if(stonesPerRow == this->center_->getWidth()) 435 { 436 clearRow(row); 437 row--; //the row counter has to be decreased in order to detect multiple rows! 438 this->playerScored(this->player_);// add points 439 //increase the stone's speed 440 this->center_->setStoneSpeed(this->center_->getStoneSpeed()+1.0f); 441 } 442 } 443 } 444 } 445 } 446 447 void Tetris::clearRow(unsigned int row) 448 {// clear the full row 449 for(std::vector<TetrisStone*>::iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) 450 { 451 if(static_cast<unsigned int>(((*it)->getPosition().y - 5)/this->center_->getStoneSize()) == row) 452 (*it)->setPosition(Vector3(-50,-50,100)); 453 //{(*it)->destroy(); this->stones_.erase(it); orxout()<< "destroy row "<<endl;}//experimental 454 } 455 // adjust height of stones above the deleted row //TODO: check if this could be a source of a bug. 456 for(std::vector<TetrisStone*>::iterator it2 = this->stones_.begin(); it2 != this->stones_.end(); ++it2) 457 { 458 if(static_cast<unsigned int>(((*it2)->getPosition().y - 5)/this->center_->getStoneSize()) > row) 459 (*it2)->setPosition((*it2)->getPosition()-Vector3(0,10,0)); 460 } 461 462 } 463 464 293 465 } -
code/branches/presentation2012merge/src/modules/tetris/Tetris.h
r8706 r9286 68 68 69 69 PlayerInfo* getPlayer(void) const; //!< Get the player. 70 WeakPtr<TetrisCenterpoint> getCenterpoint(void) 71 { return this->center_; } 70 72 71 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); 72 76 73 77 protected: 74 78 virtual void spawnPlayersIfRequested(); //!< Spawns player. 75 79 80 76 81 private: 77 void start Stone(void); //!< Starts with the first stone.78 void create Stone(void);82 void startBrick(void); 83 void createBrick(void); 79 84 void cleanup(void); //!< Cleans up the Gametype by destroying the ball and the bats. 80 85 bool isValidStonePosition(TetrisStone* stone, const Vector3& position); 86 bool isValidBrickPosition(TetrisBrick* brick, const Vector3& position); 87 void findFullRows(void); 88 void clearRow(unsigned int row); 89 81 90 82 91 PlayerInfo* player_; 83 92 84 93 WeakPtr<TetrisCenterpoint> center_; //!< The playing field. 94 std::vector<TetrisBrick*> bricks_; //!< A list of all bricks in play. 85 95 std::vector<TetrisStone*> stones_; //!< A list of all stones in play. 86 96 std::vector< std::vector<bool> > grid_; 87 TetrisStone* activeStone_; 97 TetrisBrick* activeBrick_; 98 TetrisBrick* futureBrick_; 88 99 89 100 Timer starttimer_; //!< A timer to delay the start of the game. 101 float endGameCriteria_; //<! Works as a timer which is resetted, whenever a brick is created. 90 102 }; 91 103 } -
code/branches/presentation2012merge/src/modules/tetris/TetrisCenterpoint.cc
r8706 r9286 30 30 @file TetrisCenterpoint.cc 31 31 @brief Implementation of the TetrisCenterpoint class. 32 @ingroup Tetris 32 33 */ 33 34 … … 55 56 this->stoneSize_ = 10.0f; 56 57 this->stoneTemplate_ = ""; 58 this->brickTemplate_ = ""; 57 59 this->stoneSpeed_ = 20.0f; 58 60 … … 69 71 70 72 XMLPortParam(TetrisCenterpoint, "width", setWidth, getWidth, xmlelement, mode); // die Breite 71 XMLPortParam(TetrisCenterpoint, "height", setHeight, setWidth, xmlelement, mode); // die Grösse73 XMLPortParam(TetrisCenterpoint, "height", setHeight, getHeight, xmlelement, mode); // die Grösse //was sollte das mit setWidth?? 72 74 XMLPortParam(TetrisCenterpoint, "stoneSize", setStoneSize, getStoneSize, xmlelement, mode); 73 75 XMLPortParam(TetrisCenterpoint, "stoneTemplate", setStoneTemplate, getStoneTemplate, xmlelement, mode); 76 XMLPortParam(TetrisCenterpoint, "brickTemplate", setBrickTemplate, getBrickTemplate, xmlelement, mode); 74 77 XMLPortParam(TetrisCenterpoint, "stoneSpeed", setStoneSpeed, getStoneSpeed, xmlelement, mode); 75 78 } -
code/branches/presentation2012merge/src/modules/tetris/TetrisCenterpoint.h
r8706 r9286 45 45 46 46 namespace orxonox 47 { 47 {//idea: add 2 triggers to the centerpoint (one to determine when a box would go above the centerpoint; 48 //the other to find out when the lowest row is filled totally) 48 49 49 50 /** … … 118 119 119 120 /** 121 @brief Set the template for the bricks. 122 @param template The template name to be applied to each brick. 123 */ 124 void setBrickTemplate(const std::string& templateName) 125 { this->brickTemplate_ = templateName; } 126 /** 127 @brief Get the template for the bricks. 128 @return Returns the template name to be applied to each brick. 129 */ 130 const std::string& getBrickTemplate(void) const 131 { return this->brickTemplate_; } 132 133 /** 120 134 @brief Set the speed of the stones. 121 135 @param speed The speed to be set. … … 137 151 float stoneSize_; 138 152 std::string stoneTemplate_; 153 std::string brickTemplate_; 139 154 float stoneSpeed_; 140 155 -
code/branches/presentation2012merge/src/modules/tetris/TetrisPrereqs.h
r8706 r9286 68 68 class TetrisCenterpoint; 69 69 class TetrisStone; 70 class TetrisBrick; 71 class TetrisScore; 70 72 } 71 73 -
code/branches/presentation2012merge/src/modules/tetris/TetrisStone.cc
r8706 r9286 30 30 @file TetrisStone.cc 31 31 @brief Implementation of the TetrisStone class. 32 @ingroup Tetris 32 33 */ 33 34 … … 47 48 Constructor. Registers and initializes the object. 48 49 */ 49 TetrisStone::TetrisStone(BaseObject* creator) : ControllableEntity(creator)50 TetrisStone::TetrisStone(BaseObject* creator) : Pawn(creator) 50 51 { 51 52 RegisterObject(TetrisStone); 52 53 53 54 this->size_ = 10.0f; 54 55 this->delay_ = false; 55 56 this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisStone::enableMovement, this))); 57 this->lockRotation_ = false; 58 56 59 } 57 60 … … 64 67 void TetrisStone::moveFrontBack(const Vector2& value) 65 68 { 66 if(value.x < 0) 69 if(value.x < 0) //speedup on key down 67 70 { 68 71 this->setVelocity(this->getVelocity()*1.1); 72 } 73 else if(!this->lockRotation_) //rotate when key up is pressed 74 { 75 this->lockRotation_ = true; // multiple calls of this function have to be filtered out. 76 this->rotationTimer_.setTimer(0.1f, false, createExecutor(createFunctor(&TetrisStone::unlockRotation, this))); 77 Quaternion q(Degree(90), Vector3::UNIT_Z); 78 this->setOrientation(this->getOrientation()*q); //rotation: roll 90° 79 69 80 } 70 81 } -
code/branches/presentation2012merge/src/modules/tetris/TetrisStone.h
r8706 r9286 38 38 #include "tetris/TetrisPrereqs.h" 39 39 40 #include "worldentities/ ControllableEntity.h"40 #include "worldentities/pawns/Pawn.h" 41 41 #include "tools/Timer.h" 42 42 … … 51 51 @ingroup Tetris 52 52 */ 53 class _TetrisExport TetrisStone : public ControllableEntity53 class _TetrisExport TetrisStone : public Pawn 54 54 { 55 55 public: … … 81 81 void enableMovement(void) 82 82 { this->delay_ = false; } 83 83 void unlockRotation(void) 84 { this->lockRotation_ = false; } 85 84 86 float size_; //!< The dimensions a stone has in the game world. 85 87 bool delay_; 88 bool lockRotation_; 86 89 Timer delayTimer_; 90 Timer rotationTimer_; ///!< This timer is used to filter out multiple rotation inputs. 87 91 88 92 Tetris* tetris_; -
code/branches/presentation2012merge/src/orxonox/OrxonoxPrereqs.h
r8858 r9286 109 109 class TeamDeathmatch; 110 110 class UnderAttack; 111 class TeamGametype; 111 112 112 113 // graphics -
code/branches/presentation2012merge/src/orxonox/gametypes/Dynamicmatch.cc
r9279 r9286 31 31 //Low; Codeoptimierung und Dokumentation 32 32 33 /* 34 short gaming manual: 35 There are three different parties a player can belong to: victim, chaser or killer 36 Every player starts as chaser. As long as there are not enough victims and killers, you can change your and other player's parties by shooting them. 37 In order to win you have to earn as much points as possible: 38 - as victim by escaping the chasers 39 - as chaser by shooting the victim 40 - as killer by killing the chasers 41 42 43 What you shouldn't do is shooting at players of your own party. By doing so your score will decrease. 44 P.S: If you don't want to be a victim: Get rid of your part by shooting a chaser. 33 /** 34 @brief 35 Short Gaming Manual: 36 There are three different parties a player can belong to: victim, chaser or killer 37 Every player starts as chaser. As long as there are not enough victims and killers, you can change your and other player's parties by shooting them. 38 In order to win you have to earn as much points as possible: 39 - as victim by escaping the chasers 40 - as chaser by shooting the victim 41 - as killer by killing the chasers 42 43 44 What you shouldn't do is shooting at players of your own party. By doing so your score will decrease. 45 P.S: If you don't want to be a victim: Get rid of your part by shooting a chaser. 45 46 */ 46 47 #include "Dynamicmatch.h" … … 95 96 ColourValue(0.3f, 0.3f, 1.0f), //piggycolour 96 97 ColourValue(0.3f, 1.0f, 0.3f) //killercolour what about black: 0.0f, 0.0f, 0.0f 97 98 98 }; 99 99 static std::vector<ColourValue> defaultcolours(colours, colours + sizeof(colours) / sizeof(ColourValue)); … … 111 111 if (victim && victim->getPlayer()) //&& originator && originator->getPlayer() ?? 112 112 { 113 int target= playerParty_[victim->getPlayer()];114 int source= playerParty_[originator->getPlayer()];113 int target = playerParty_[victim->getPlayer()]; 114 int source = playerParty_[originator->getPlayer()]; 115 115 116 116 //Case: Not Enough Pigs: party change (= party management) … … 309 309 /** 310 310 @brief 311 Grant the piggya boost.311 Grant the victim a boost. 312 312 @param spaceship 313 313 The SpaceShip to give the boost. … … 315 315 void Dynamicmatch::grantPigBoost(SpaceShip* spaceship) 316 316 { 317 // Give pigboost317 // Give victim boost 318 318 if (spaceship) 319 319 { … … 374 374 375 375 if (this->hasStarted() && !gameEnded_) 376 { pointsPerTime =pointsPerTime + dt; 377 gameTime_ = gameTime_ - dt; 378 if (pointsPerTime > 2.0f)//hard coded!! should be changed 379 { 380 pointsPerTime=0.0f; 376 { 377 orxout() << " number of chasers: " << numberOf[chaser] << endl; 378 orxout() << " number of killers: " << numberOf[killer] << endl; 379 orxout() << " number of victims: " << numberOf[piggy] << endl; 380 pointsPerTime = pointsPerTime + dt; //increase points 381 gameTime_ = gameTime_ - dt; // decrease game time 382 if (pointsPerTime > 2.0f) //hard coded points for victim! should be changed 383 { 384 pointsPerTime = 0.0f; 381 385 rewardPig(); 382 386 } … … 408 412 } 409 413 414 /** 415 @brief The reward function is called every 2 seconds via the tick function and makes the victim score points. 416 */ 410 417 void Dynamicmatch::rewardPig() 411 418 { … … 415 422 { 416 423 //Spieler mit der Pig-party frags++ 417 std::map<PlayerInfo*, Player>::iterator it2 = this->players_.find(it->first); // still not sure if right syntax424 std::map<PlayerInfo*, Player>::iterator it2 = this->players_.find(it->first); 418 425 if (it2 != this->players_.end()) 419 426 { -
code/branches/presentation2012merge/src/orxonox/gametypes/TeamDeathmatch.cc
r7182 r9286 30 30 31 31 #include "core/CoreIncludes.h" 32 #include "core/ConfigValueIncludes.h" 33 #include "interfaces/TeamColourable.h" 34 #include "worldentities/TeamSpawnPoint.h" 32 #include "chat/ChatManager.h" 33 #include "infos/PlayerInfo.h" 35 34 #include "worldentities/pawns/Pawn.h" 36 35 … … 39 38 CreateUnloadableFactory(TeamDeathmatch); 40 39 41 TeamDeathmatch::TeamDeathmatch(BaseObject* creator) : Deathmatch(creator)40 TeamDeathmatch::TeamDeathmatch(BaseObject* creator) : TeamGametype(creator) 42 41 { 43 42 RegisterObject(TeamDeathmatch); 44 45 this->teams_ = 2;46 47 this->setConfigValues();48 43 } 49 44 50 void TeamDeathmatch::s etConfigValues()45 void TeamDeathmatch::start() 51 46 { 52 SetConfigValue(teams_, 2);47 TeamGametype::start(); 53 48 54 static ColourValue colours[] = 55 { 56 ColourValue(1.0f, 0.3f, 0.3f), 57 ColourValue(0.3f, 0.3f, 1.0f), 58 ColourValue(0.3f, 1.0f, 0.3f), 59 ColourValue(1.0f, 1.0f, 0.0f) 60 }; 61 static std::vector<ColourValue> defaultcolours(colours, colours + sizeof(colours) / sizeof(ColourValue)); 49 std::string message("The match has started!"); 50 ChatManager::message(message); 51 } 62 52 63 SetConfigValue(teamcolours_, defaultcolours); 53 void TeamDeathmatch::end() 54 { 55 TeamGametype::end(); 56 57 std::string message("The match has ended."); 58 ChatManager::message(message); 64 59 } 65 60 66 61 void TeamDeathmatch::playerEntered(PlayerInfo* player) 67 62 { 68 Deathmatch::playerEntered(player);63 TeamGametype::playerEntered(player); 69 64 70 std::vector<unsigned int> playersperteam(this->teams_, 0); 71 72 for (std::map<PlayerInfo*, int>::iterator it = this->teamnumbers_.begin(); it != this->teamnumbers_.end(); ++it) 73 if (it->second < static_cast<int>(this->teams_) && it->second >= 0) 74 playersperteam[it->second]++; 75 76 unsigned int minplayers = static_cast<unsigned int>(-1); 77 size_t minplayersteam = 0; 78 for (size_t i = 0; i < this->teams_; ++i) 79 { 80 if (playersperteam[i] < minplayers) 81 { 82 minplayers = playersperteam[i]; 83 minplayersteam = i; 84 } 85 } 86 87 this->teamnumbers_[player] = minplayersteam; 65 const std::string& message = player->getName() + " entered the game"; 66 ChatManager::message(message); 88 67 } 89 68 90 69 bool TeamDeathmatch::playerLeft(PlayerInfo* player) 91 70 { 92 bool valid_player = Deathmatch::playerLeft(player);71 bool valid_player = TeamGametype::playerLeft(player); 93 72 94 73 if (valid_player) 95 this->teamnumbers_.erase(player); 74 { 75 const std::string& message = player->getName() + " left the game"; 76 ChatManager::message(message); 77 } 78 79 return valid_player; 80 } 81 bool TeamDeathmatch::playerChangedName(PlayerInfo* player) 82 { 83 bool valid_player = TeamGametype::playerChangedName(player); 84 85 if (valid_player) 86 { 87 const std::string& message = player->getOldName() + " changed name to " + player->getName(); 88 ChatManager::message(message); 89 } 96 90 97 91 return valid_player; 98 92 } 99 93 100 bool TeamDeathmatch::allowPawnHit(Pawn* victim, Pawn* originator)94 void TeamDeathmatch::pawnKilled(Pawn* victim, Pawn* killer) 101 95 { 102 return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator); 96 if (victim && victim->getPlayer()) 97 { 98 std::string message; 99 if (killer) 100 { 101 if (killer->getPlayer()) 102 message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName(); 103 else 104 message = victim->getPlayer()->getName() + " was killed"; 105 } 106 else 107 message = victim->getPlayer()->getName() + " died"; 108 109 ChatManager::message(message); 110 } 111 112 Gametype::pawnKilled(victim, killer); 103 113 } 104 114 105 bool TeamDeathmatch::allowPawnDamage(Pawn* victim, Pawn* originator)115 void TeamDeathmatch::playerScored(PlayerInfo* player) 106 116 { 107 return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator); 108 } 117 TeamGametype::playerScored(player); 109 118 110 bool TeamDeathmatch::allowPawnDeath(Pawn* victim, Pawn* originator) 111 { 112 return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator); 113 } 114 115 SpawnPoint* TeamDeathmatch::getBestSpawnPoint(PlayerInfo* player) const 116 { 117 int desiredTeamNr = -1; 118 std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player); 119 if (it_player != this->teamnumbers_.end()) 120 desiredTeamNr = it_player->second; 121 122 // Only use spawnpoints of the own team (or non-team-spawnpoints) 123 std::set<SpawnPoint*> teamSpawnPoints = this->spawnpoints_; 124 for (std::set<SpawnPoint*>::iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); ) 119 if (player) 125 120 { 126 if ((*it)->isA(Class(TeamSpawnPoint))) 127 { 128 TeamSpawnPoint* tsp = orxonox_cast<TeamSpawnPoint*>(*it); 129 if (tsp && static_cast<int>(tsp->getTeamNumber()) != desiredTeamNr) 130 { 131 teamSpawnPoints.erase(it++); 132 continue; 133 } 134 } 135 136 ++it; 137 } 138 139 SpawnPoint* fallbackSpawnPoint = NULL; 140 if (teamSpawnPoints.size() > 0) 141 { 142 unsigned int randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(teamSpawnPoints.size()))); 143 unsigned int index = 0; 144 // Get random fallback spawnpoint in case there is no active SpawnPoint. 145 for (std::set<SpawnPoint*>::const_iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); ++it) 146 { 147 if (index == randomspawn) 148 { 149 fallbackSpawnPoint = (*it); 150 break; 151 } 152 153 ++index; 154 } 155 156 // Remove all inactive SpawnPoints from the list. 157 for (std::set<SpawnPoint*>::iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); ) 158 { 159 if(!(*it)->isActive()) 160 { 161 teamSpawnPoints.erase(it++); 162 continue; 163 } 164 165 ++it; 166 } 167 168 randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(teamSpawnPoints.size()))); 169 index = 0; 170 for (std::set<SpawnPoint*>::const_iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); ++it) 171 { 172 if (index == randomspawn) 173 return (*it); 174 175 ++index; 176 } 177 178 return fallbackSpawnPoint; 179 } 180 181 return 0; 182 } 183 184 void TeamDeathmatch::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn) 185 { 186 if (!player) 187 return; 188 189 // Set the team colour 190 std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player); 191 if (it_player != this->teamnumbers_.end() && it_player->second >= 0 && it_player->second < static_cast<int>(this->teamcolours_.size())) 192 { 193 if (pawn) 194 { 195 pawn->setRadarObjectColour(this->teamcolours_[it_player->second]); 196 197 std::set<WorldEntity*> pawnAttachments = pawn->getAttachedObjects(); 198 for (std::set<WorldEntity*>::iterator it = pawnAttachments.begin(); it != pawnAttachments.end(); ++it) 199 { 200 if ((*it)->isA(Class(TeamColourable))) 201 { 202 TeamColourable* tc = orxonox_cast<TeamColourable*>(*it); 203 tc->setTeamColour(this->teamcolours_[it_player->second]); 204 } 205 } 206 } 121 const std::string& message = player->getName() + " scores!"; 122 ChatManager::message(message); 207 123 } 208 124 } 209 125 210 bool TeamDeathmatch::pawnsAreInTheSameTeam(Pawn* pawn1, Pawn* pawn2)211 {212 if (pawn1 && pawn2)213 {214 std::map<PlayerInfo*, int>::const_iterator it1 = this->teamnumbers_.find(pawn1->getPlayer());215 std::map<PlayerInfo*, int>::const_iterator it2 = this->teamnumbers_.find(pawn2->getPlayer());216 217 if (it1 != this->teamnumbers_.end() && it2 != this->teamnumbers_.end())218 return (it1->second == it2->second);219 }220 return false;221 }222 223 int TeamDeathmatch::getTeam(PlayerInfo* player)224 {225 std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player);226 if (it_player != this->teamnumbers_.end())227 return it_player->second;228 else229 return -1;230 }231 126 } -
code/branches/presentation2012merge/src/orxonox/gametypes/TeamDeathmatch.h
r9016 r9286 31 31 32 32 #include "OrxonoxPrereqs.h" 33 34 #include <map> 35 #include <vector> 36 #include "Deathmatch.h" 33 #include "TeamGametype.h" 37 34 38 35 namespace orxonox 39 36 { 40 class _OrxonoxExport TeamDeathmatch : public Deathmatch37 class _OrxonoxExport TeamDeathmatch : public TeamGametype 41 38 { 42 39 public: … … 44 41 virtual ~TeamDeathmatch() {} 45 42 46 v oid setConfigValues();47 43 virtual void start(); 44 virtual void end(); 48 45 virtual void playerEntered(PlayerInfo* player); 49 46 virtual bool playerLeft(PlayerInfo* player); 47 virtual bool playerChangedName(PlayerInfo* player); 50 48 51 virtual bool allowPawnHit(Pawn* victim, Pawn* originator = 0); 52 virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0); 53 virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = 0); 54 55 virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn); 56 57 int getTeam(PlayerInfo* player); 58 inline const ColourValue& getTeamColour(int teamnr) const 59 { return this->teamcolours_[teamnr]; } 60 61 protected: 62 virtual SpawnPoint* getBestSpawnPoint(PlayerInfo* player) const; 63 bool pawnsAreInTheSameTeam(Pawn* pawn1, Pawn* pawn2); 64 65 std::map<PlayerInfo*, int> teamnumbers_; 66 std::vector<ColourValue> teamcolours_; 67 unsigned int teams_; 49 virtual void pawnKilled(Pawn* victim, Pawn* killer = 0); 50 virtual void playerScored(PlayerInfo* player); 68 51 }; 69 52 } -
code/branches/presentation2012merge/src/orxonox/gametypes/TeamGametype.cc
r9271 r9286 89 89 } 90 90 91 /** 92 @brief 93 Function that determines the player's team number when entering the game for the first time. 94 Override this function for other team structures. 95 */ 91 96 void TeamGametype::findAndSetTeam(PlayerInfo* player) 92 97 { … … 130 135 this->allowedInGame_.erase(player); 131 136 } 132 133 137 134 138 return valid_player;
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