| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Author: | 
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| 23 |  *      Viviane Yang | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      ... | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 |  | 
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| 30 |  | 
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| 31 | /** | 
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| 32 |     @file Asteroids2D.cc | 
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| 33 |     @brief Implementation of the Asteroids2D class. | 
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| 34 |  | 
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| 35 |     TODO:  | 
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| 36 |         - Implement a counting system for the score | 
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| 37 |         - HUD can be improved (display health, points, level etc. | 
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| 38 |         - Problem: The asteroids spawn randomly on the playing field. | 
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| 39 |             During spawn or level up, there is the possibility that they pawn at the position of the ship. | 
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| 40 |             ->spawn somewhere with a safty distance/radius | 
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| 41 |         - look over collisionshapes of the stones ->  sometimes collison with stone is not triggered for bigger stones  | 
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| 42 |         - modify parameters in data/levels/templates/spaceshipAsteroids2D.oxt for a better playing experience -> mass, damping, rotation etc. | 
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| 43 |  | 
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| 44 |     IDEAS: | 
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| 45 |         - make Asteroids more beautiful! (setting, ship, explosion particles, stones) | 
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| 46 |         - particle effect after you got hit -> during bImmune is true | 
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| 47 |         - implement shield -> object that can be triggered | 
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| 48 |         - Projectiles should also move over the boarders and appear on the other side | 
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| 49 |             -> they can also hurt the player | 
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| 50 |  | 
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| 51 | */ | 
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| 52 |  | 
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| 53 | #include "Asteroids2D.h" | 
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| 54 | #include "Asteroids2DShip.h" // Necessary for getPlayer function. Do NOT include this in Header! | 
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| 55 | #include "Asteroids2DStone.h" | 
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| 56 | #include "Asteroids2DCenterPoint.h" | 
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| 57 | #include "Asteroids2DHUDinfo.h" | 
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| 58 | #include "core/CoreIncludes.h" | 
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| 59 | #include "Highscore.h" | 
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| 60 | #include "gamestates/GSLevel.h" | 
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| 61 | #include "infos/PlayerInfo.h" | 
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| 62 |  | 
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| 63 | namespace orxonox | 
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| 64 | { | 
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| 65 |     RegisterUnloadableClass(Asteroids2D); | 
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| 66 |  | 
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| 67 |     Asteroids2D::Asteroids2D(Context* context) : Deathmatch(context) | 
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| 68 |     { | 
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| 69 |         RegisterObject(Asteroids2D); | 
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| 70 |  | 
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| 71 |         bEndGame = false; | 
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| 72 |         lives = 3;  | 
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| 73 |         level = 1; | 
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| 74 |         point = 0; | 
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| 75 |         bShowLevel = false; | 
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| 76 |         multiplier = 1; | 
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| 77 |         b_combo = false; | 
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| 78 |         firstTick_ = true; | 
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| 79 |         this->numberOfBots_ = 0; //sets number of default bots temporarly to 0 | 
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| 80 |         this->center_ = nullptr; | 
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| 81 |         this->setHUDTemplate("Asteroids2DHUD"); | 
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| 82 |         levelupTimer.setTimer(30.0f, true, createExecutor(createFunctor(&Asteroids2D::levelUp, this))); //level up every 30s | 
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| 83 |     } | 
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| 84 |  | 
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| 85 |     void Asteroids2D::setCenterpoint(Asteroids2DCenterPoint* center) | 
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| 86 |     { | 
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| 87 |         this->center_ = center; | 
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| 88 |     } | 
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| 89 |  | 
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| 90 |     void Asteroids2D::levelUp() | 
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| 91 |     { | 
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| 92 |         level++; | 
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| 93 |         if (getPlayer() != nullptr) | 
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| 94 |         { | 
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| 95 |  | 
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| 96 |             //Do something that indicates a level up | 
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| 97 |             for (int i = 0; i < 7; i++) | 
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| 98 |             { | 
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| 99 |                 WeakPtr<ExplosionPart> chunk5 = new ExplosionPart(this->center_->getContext()); | 
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| 100 |                 chunk5->setPosition(Vector3(600, 0, 100.f * i - 300)); | 
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| 101 |                 chunk5->setVelocity(Vector3(1000, 0, 0));  //player->getVelocity() | 
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| 102 |                 chunk5->setScale(10); | 
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| 103 |                 chunk5->setEffect1("Orxonox/explosion2b"); | 
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| 104 |                 chunk5->setEffect2("Orxonox/smoke6"); | 
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| 105 |                 chunk5->Explode(); | 
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| 106 |  | 
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| 107 |             } | 
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| 108 |         } | 
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| 109 |         addPoints(multiplier * 20); | 
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| 110 |         multiplier *= 2; | 
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| 111 |         toggleShowLevel(); | 
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| 112 |         showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Asteroids2D::toggleShowLevel, this))); | 
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| 113 |  | 
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| 114 |  | 
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| 115 |         //After level up -> spawn stones. Modify for different difficulty level | 
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| 116 |         for(int i = 0; i < level*2; i++){ | 
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| 117 |             spawnStone(); | 
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| 118 |         } | 
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| 119 |  | 
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| 120 |     } | 
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| 121 |  | 
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| 122 |     void Asteroids2D::tick(float dt) | 
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| 123 |     { | 
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| 124 |         //Do this only for the first tick, generate 5 stones in the beginning | 
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| 125 |         if(this->firstTick_) | 
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| 126 |         { | 
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| 127 |             for(int i = 0; i < 5; ++i) | 
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| 128 |             { | 
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| 129 |                 spawnStone(); | 
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| 130 |             } | 
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| 131 |             //after first tick, firstTick_ will remain false | 
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| 132 |             this->firstTick_ = false; | 
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| 133 |         } | 
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| 134 |          | 
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| 135 |         SUPER(Asteroids2D, tick, dt); | 
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| 136 |     } | 
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| 137 |  | 
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| 138 |     void Asteroids2D::spawnStone() | 
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| 139 |     { | 
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| 140 |  | 
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| 141 |         //stones are created with a size -> second constructor in Asteroids2DStone class | 
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| 142 |         Asteroids2DStone* newStone = new Asteroids2DStone(this->center_->getContext()); | 
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| 143 |  | 
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| 144 |         //look at templates in data/levels/templates/asteroidsAsteroids2D.oxt | 
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| 145 |         switch(newStone->getSize()){ | 
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| 146 |             case 1: | 
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| 147 |                 newStone->addTemplate("stone1"); | 
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| 148 |                 break; | 
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| 149 |             case 2:  | 
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| 150 |                 newStone->addTemplate("stone2"); | 
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| 151 |                 break; | 
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| 152 |             case 3: | 
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| 153 |                 newStone->addTemplate("stone3"); | 
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| 154 |                 break; | 
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| 155 |             default: | 
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| 156 |                 orxout(internal_error) << "Asteroids2DStone has invalid size and cannot be created" << endl; | 
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| 157 |                 break; | 
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| 158 |  | 
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| 159 |         } | 
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| 160 |     } | 
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| 161 |  | 
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| 162 |     Asteroids2DShip* Asteroids2D::getPlayer() | 
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| 163 |     { | 
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| 164 |         for (Asteroids2DShip* ship : ObjectList<Asteroids2DShip>()) | 
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| 165 |         { | 
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| 166 |             return ship; | 
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| 167 |         } | 
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| 168 |         return nullptr; | 
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| 169 |     } | 
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| 170 |  | 
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| 171 |     void Asteroids2D::costLife() | 
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| 172 |     { | 
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| 173 |         --lives; | 
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| 174 |         if(lives <= 0){ | 
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| 175 |             endGameTimer.setTimer(8.0f, false, createExecutor(createFunctor(&Asteroids2D::end, this)));             | 
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| 176 |         } | 
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| 177 |     }; | 
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| 178 |      | 
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| 179 |     //The first function that will be called | 
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| 180 |     void Asteroids2D::start() | 
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| 181 |     { | 
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| 182 |         //orxout() << "start" << endl; | 
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| 183 |  | 
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| 184 |         // Set variable to temporarily force the player to spawn. | 
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| 185 |         this->bForceSpawn_ = false; | 
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| 186 |  | 
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| 187 |         if (this->center_ == nullptr)  // abandon mission! | 
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| 188 |         { | 
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| 189 |             orxout(internal_error) << "Asteroids2D: No Centerpoint specified." << endl; | 
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| 190 |             GSLevel::startMainMenu(); | 
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| 191 |             return; | 
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| 192 |         } | 
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| 193 |         // Call start for the parent class. | 
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| 194 |         Deathmatch::start(); | 
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| 195 |     } | 
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| 196 |  | 
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| 197 |     void Asteroids2D::playerPreSpawn(PlayerInfo* player) | 
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| 198 |     { | 
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| 199 |         this->playerInfo_ = player; | 
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| 200 |         if(lives <= 0) | 
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| 201 |         { | 
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| 202 |             this->end(); | 
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| 203 |         } | 
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| 204 |     } | 
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| 205 |  | 
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| 206 |     //This function will be called from the ship or the stone class (if the stone was hit) | 
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| 207 |     void Asteroids2D::addPoints(int numPoints) | 
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| 208 |     { | 
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| 209 |         if (!bEndGame) | 
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| 210 |         { | 
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| 211 |             point += numPoints * multiplier; | 
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| 212 |             b_combo = true; | 
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| 213 |         } | 
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| 214 |     } | 
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| 215 |  | 
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| 216 |     void Asteroids2D::end() | 
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| 217 |     { | 
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| 218 |         // DON'T CALL THIS! | 
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| 219 |         //      Deathmatch::end(); | 
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| 220 |         // It will misteriously crash the game! | 
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| 221 |         // Instead startMainMenu, this won't crash. | 
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| 222 |         if (Highscore::exists()) | 
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| 223 |         { | 
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| 224 |             int score = this->getPoints(); | 
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| 225 |             Highscore::getInstance().storeScore("Asteroids2D", score, this->playerInfo_); | 
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| 226 |         } | 
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| 227 |         GSLevel::startMainMenu(); | 
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| 228 |     } | 
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| 229 | } | 
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