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source: code/branches/3DPacman_FS18/src/modules/pacman/Pacman.cc @ 11898

Last change on this file since 11898 was 11898, checked in by dreherm, 6 years ago

Improved player

  • Property svn:executable set to *
File size: 3.8 KB
Line 
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 *      Florian Zinggeler
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file 3DPacman.cc
31    @brief Implementation of the 3DPacman class.
32*/
33
34#include "Pacman.h"
35#include "core/CoreIncludes.h"
36
37
38namespace orxonox
39{
40    RegisterUnloadableClass(Pacman);
41
42    Pacman::Pacman(Context* context) : Deathmatch(context)
43    {
44        RegisterObject(Pacman);
45
46        lives = 3;
47        point = 0;
48        level = 1;
49
50    }
51
52    void Pacman::levelUp()
53    {
54        this->end();
55    }
56
57
58    PacmanGhost* ghosts[4];
59    PacmanPointSphere* spheres[1];
60
61
62    void Pacman::tick(float dt)
63    {
64        int i = 0;
65        for(PacmanGhost* nextghost : ObjectList<PacmanGhost>()){
66            ghosts[i] = nextghost;
67            i++;
68        }
69
70        player = this->getPlayer();
71        if (player != nullptr)
72        {
73            currentPosition = player->getWorldPosition();
74        }
75
76        bcolli = false;
77        for(int nrghost = 0; (nrghost<3) && (!bcolli); ++nrghost){
78            bcolli = collis(ghosts[nrghost]->getPosition(), currentPosition);
79        }
80        if(bcolli){
81            this->catched();
82        }
83
84        i = 0;
85        for(PacmanPointSphere* nextsphere : ObjectList<PacmanPointSphere>()){
86            if(collis(nextsphere->getPosition(), currentPosition)){
87                takePoint(nextsphere);
88            }
89        }
90
91        SUPER(Pacman, tick, dt);
92
93    }
94
95
96    bool Pacman::collis(Vector3 one, Vector3 other){
97        if((abs(one.x-other.x)<0.1) && (abs(one.x-other.x)<0.1) && (abs(one.x-other.x)<0.1))
98            return true;
99        return false;
100    }
101
102    void Pacman::catched(){
103        if(!lives) this->end();
104        --lives;
105        this->posreset();
106    } 
107
108    void Pacman::posreset(){
109        int i = 0;
110        for(PacmanGhost* nextghost : ObjectList<PacmanGhost>()){
111            nextghost->resetGhost();
112            i++;
113        }
114        player->setPosition(startposplayer);
115    }
116
117    void Pacman::takePoint(PacmanPointSphere* taken){
118        ++point;
119        if(point == totallevelpoint) this->levelUp();
120
121        Vector3 postaken = taken->getPosition();
122        postaken.y = -50;
123        taken->setPosition(postaken);
124    }
125
126
127    PacmanGelb* Pacman::getPlayer()
128    {
129        for (PacmanGelb* ship : ObjectList<PacmanGelb>())
130        {
131            return ship;
132        }
133        return nullptr;
134    }
135
136    int Pacman::getPoints(){
137        return point;
138    }
139
140
141    void Pacman::start()
142    {
143        orxout() << "start" << endl;
144       
145        Deathmatch::start();
146    }
147
148    void Pacman::playerPreSpawn(PlayerInfo* player)
149    {
150        //PlayerInfo* playerInfo_;
151        //this->playerInfo_ = player;
152        if(lives <= 0)
153        {
154            this->end();
155        }
156    }
157
158
159    void Pacman::end()
160    {
161        if (Highscore::exists())
162        {
163            //int score = this->getPoints();
164            //Highscore::getInstance().storeScore("3DPacman", score, this->playerInfo_);
165        }
166        GSLevel::startMainMenu();
167    }
168}
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