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source: code/branches/3DPacman_FS18/src/modules/Pacman/PacmanGhost.cc @ 11843

Last change on this file since 11843 was 11843, checked in by dreherm, 6 years ago

First try for moving ghosts

  • Property svn:executable set to *
File size: 7.7 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Oli Scheuss
24 *   Co-authors:
25 *      Damian 'Mozork' Frick
26 *
27 */
28
29#include "PacmanGhost.h"
30
31#include "core/CoreIncludes.h"
32#include "BulletDynamics/Dynamics/btRigidBody.h"
33
34namespace orxonox
35{
36    RegisterClass(PacmanGhost);
37
38    /**
39    @brief
40        Constructor. Registers the object and initializes some default values.
41    @param creator
42        The creator of this object.
43    */
44    PacmanGhost::PacmanGhost(Context* context) : ControllableEntity(context)
45    {
46        RegisterObject(PacmanGhost);
47
48        this->localLinearAcceleration_.setValue(1, 1, 1);
49        this->localAngularAcceleration_.setValue(1, 1, 1);
50
51        this->velocity.setValue(1, 0, 0);
52
53        this->setCollisionType(CollisionType::Dynamic);
54
55        this->resetposition = Vector3(0,20,245); //Set Default start position
56       
57        this->actuelposition = this->getPosition();
58       
59        this->target_x = actuelposition.x;
60        this->target_z = actuelposition.z; 
61
62    }
63
64    /**
65    @brief
66        Destructor. Destroys controller, if present.
67    */
68    PacmanGhost::~PacmanGhost()
69    {
70        // Deletes the controller if the object was initialized and the pointer to the controller is not NULL.
71    }
72
73    /**
74    @brief
75        Method for creating a AutonomousDrone through XML.
76    */
77    void PacmanGhost::XMLPort(Element& xmlelement, XMLPort::Mode mode)
78    {
79        SUPER(PacmanGhost, XMLPort, xmlelement, mode);
80
81        XMLPortParam(PacmanGhost, "primaryThrust", setPrimaryThrust, getPrimaryThrust, xmlelement, mode);
82        XMLPortParam(PacmanGhost, "auxiliaryThrust", setAuxiliaryThrust, getAuxiliaryThrust, xmlelement, mode);
83        XMLPortParam(PacmanGhost, "rotationThrust", setRotationThrust, getRotationThrust, xmlelement, mode);
84        XMLPortParam(PacmanGhost, "resetposition", setResetPosition, getResetPosition, xmlelement, mode);
85    }
86
87
88   
89    Vector3 possibleposition[] = {Vector3(0,10,245),Vector3(215,0,240)};
90
91    /**
92    @brief
93        Defines which actions the AutonomousDrone has to take in each tick.
94    @param dt
95        The length of the tick.
96    */
97    void PacmanGhost::tick(float dt)
98    {
99        SUPER(PacmanGhost, tick, dt);
100
101        this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() * getMass() * this->auxiliaryThrust_);
102        this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() * getMass() * this->auxiliaryThrust_);
103        if (this->localLinearAcceleration_.z() > 0)
104            this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->auxiliaryThrust_);
105        else
106            this->localLinearAcceleration_.setZ(this->localLinearAcceleration_.z() * getMass() * this->primaryThrust_);
107        this->physicalBody_->applyCentralForce(physicalBody_->getWorldTransform().getBasis() * this->localLinearAcceleration_);
108        this->localLinearAcceleration_.setValue(0, 0, 0);
109
110        this->localAngularAcceleration_ *= this->getLocalInertia() * this->rotationThrust_;
111        this->physicalBody_->applyTorque(physicalBody_->getWorldTransform().getBasis() * this->localAngularAcceleration_);
112        this->localAngularAcceleration_.setValue(0, 0, 0);
113
114
115        this->actuelposition = this->getPosition();
116       
117        move();
118
119
120        /*
121
122        //Calculate next move
123
124        this->actuelposition = this->getPosition();
125
126        if(((this->actuelposition.x - this->target_x)<0.1) && ((this->actuelposition.z - this->target_z)<0.1)){
127                 this->ismoving = false;
128        }
129
130        if(this->ismoving){
131            if(!((this->actuelposition.z-target_z)<0.1))
132                moveFrontBack(sgn(this->actuelposition.z-this->target_z)*dt*100);
133            if(!((this->actuelposition.x-target_x)<0.1))
134              moveRightLeft(sgn(this->actuelposition.x-this->target_x)*dt*100); //Assume dt is quite small
135        }
136       
137        else{ //Check on which position ghost is
138            if(((this->actuelposition.x - possibleposition[0].x)<0.1) && ((this->actuelposition.z - possibleposition[0].z)<0.1)){
139                this->target_x = possibleposition[1].x;
140                this->target_z = possibleposition[1].z;
141                this->ismoving = true;
142            }
143            else if(((actuelposition.x - possibleposition[1].x)<0.1) && ((actuelposition.z - possibleposition[1].z)<0.1)){
144                this->target_x = possibleposition[0].x;
145                this->target_z = possibleposition[0].z;
146                this->ismoving = true;
147            }
148            else{
149            } //End of Position table
150            }
151             */
152    }
153
154
155
156
157    /**
158    @brief
159        Moves the AutonomousDrone in the negative z-direction (Front/Back) by an amount specified by the first component of the input 2-dim vector.
160    @param value
161        The vector determining the amount of the movement.
162    */
163    void PacmanGhost::moveFrontBack(const Vector2& value)
164    {
165        this->setPosition(dt*(actuelposition + velocity_));
166    }
167
168    /**
169    @brief
170        Moves the AutonomousDrone in the x-direction (Right/Left) by an amount specified by the first component of the input 2-dim vector.
171    @param value
172        The vector determining the amount of the movement.
173    */
174    void PacmanGhost::moveRightLeft(const Vector2& value)
175    {
176        this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() + value.x);
177    }
178
179    /**
180    @brief
181        Moves the AutonomousDrone in the y-direction (Up/Down) by an amount specified by the first component of the input 2-dim vector.
182    @param value
183        The vector determining the amount of the movement.
184    */
185    void PacmanGhost::moveUpDown(const Vector2& value)
186    {
187        this->localLinearAcceleration_.setY(this->localLinearAcceleration_.y() + value.x);
188    }
189
190    /**
191    @brief
192        Rotates the AutonomousDrone around the y-axis by the amount specified by the first component of the input 2-dim vector.
193    @param value
194        The vector determining the amount of the angular movement.
195    */
196    void PacmanGhost::rotateYaw(const Vector2& value)
197    {
198        this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() - value.x);
199    }
200
201    /**
202    @brief
203        Rotates the AutonomousDrone around the x-axis by the amount specified by the first component of the input 2-dim vector.
204    @param value
205        The vector determining the amount of the angular movement.
206    */
207    void PacmanGhost::rotatePitch(const Vector2& value)
208    {
209        this->localAngularAcceleration_.setX(this->localAngularAcceleration_.x() + value.x);
210    }
211
212    /**
213    @brief
214        Rotates the AutonomousDrone around the z-axis by the amount specified by the first component of the input 2-dim vector.
215    @param value
216        The vector determining the amount of the angular movement.
217    */
218    void PacmanGhost::rotateRoll(const Vector2& value)
219    {
220        this->localAngularAcceleration_.setZ(this->localAngularAcceleration_.z() + value.x);
221    }
222
223}
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