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source: code/branches/3DPacman_FS19/src/modules/pacman/PacmanRed.cc @ 12325

Last change on this file since 12325 was 12325, checked in by peterf, 5 years ago

Red and Pink seem to work better

File size: 5.0 KB
Line 
1#include "PacmanRed.h"
2//#include "Pacman.h"
3
4#include "core/CoreIncludes.h"
5#include "BulletDynamics/Dynamics/btRigidBody.h"
6
7
8
9        namespace orxonox{
10
11                RegisterClass(PacmanRed);
12
13                PacmanRed::PacmanRed(Context* context) : PacmanGhost(context){
14
15        RegisterObject(PacmanRed);
16        this->target_x=0;
17        this->target_z=15;
18        this->lastPlayerPassedPoint=Vector3(0,0,0); //Vector3(70,10,-135);
19        this->isNearPlayer=false;
20         
21    }
22
23
24    /**
25    @brief
26        Method for creating a ghost through XML.
27    */
28    void PacmanRed::XMLPort(Element& xmlelement, XMLPort::Mode mode)
29    {
30        SUPER(PacmanRed, XMLPort, xmlelement, mode);
31    }
32
33    /*void PacmanRed::setPlayerPos(Vector3 _playerPos)
34    {
35        this->playerPos = _playerPos;
36    }*/
37
38
39    void PacmanRed::tick(float dt)
40    {
41        //std::cout<<"LemanExpress5"<<endl;
42        SUPER(PacmanGhost, tick, dt);
43
44        this->actuelposition = this->getPosition();
45
46        for(int u=0; u < 67; u++){//always check if player passed a point
47            //if(possibleposition[u]!=Vector3(0,10,15)){
48                if(jeanfindpos(this->getPlayerPos(), possibleposition[u])){
49                    //if(!findpos(possibleposition[u],Vector3(0,10,15))){
50                this->lastPlayerPassedPoint=possibleposition[u];
51                            }
52                        //}
53                //}
54            }
55
56
57        /*if((playerFindPos(this->actuelposition, this->getPlayerPos()))&&(isNearPlayer==false)){
58            isNearPlayer=true;
59            setNewTargetRed(this->getPlayerPos());
60        }
61        else if (!(playerFindPos(this->actuelposition, this->getPlayerPos())&&(isNearPlayer==true))){
62            isNearPlayer=false;
63            setNewTargetRed(this->pointInFrontOfPlayer);
64        }*/
65
66            std::cout<<this->lastPlayerPassedPoint<<endl;
67            std::cout<<this->pointInFrontOfPlayer<<endl;
68
69
70
71        //Stop, if target arrived
72        if((abs(this->actuelposition.x - this->target_x)<0.5) && (abs(this->actuelposition.z - this->target_z)<0.5)){
73            //std::cout<<"LemanExpress1"<<endl;
74                 this->ismoving = false;
75        }
76
77        //Move, if ghost hasn't arrived yet
78        if(this->ismoving){
79            //std::cout<<"LemanExpress2"<<endl;
80            if(!(abs(this->actuelposition.z-target_z)<0.5)) {
81                velocity = Vector3(0,0,-sgn(this->actuelposition.z-this->target_z));
82                move(dt, actuelposition, velocity);
83            }   
84            if(!(abs(this->actuelposition.x-target_x)<0.5)){
85                velocity = Vector3(-sgn(this->actuelposition.x-this->target_x),0,0);
86                move(dt, actuelposition, velocity);
87            }
88            //std::cout<<"LemanExpress4"<<endl;
89        }
90        else if(this->lastPlayerPassedPoint==Vector3(0,0,0)){
91            //as long as the player has not started the game,
92            //i.e. lastPlayerPastPoint is (0,0,0), red pacman
93            //cannot possibly move, because it needs the position
94            //of the player to move accordingly
95
96            this->ismoving=false;
97        }
98
99        //Check on which position the ghost has arrived and set new target
100        else{
101            std::cout<<"LemanExpress3"<<endl;
102
103            while(lockmove){};
104            lockmove = true;
105
106                //do red behavior
107            //Use target_x and target_z for position of red pacman
108
109            Vector3 redPos=Vector3(this->target_x, 10, this->target_z);
110            //nextMove(this->getPlayerPos(), redPos);
111
112            int directionV = findPlayerTravDir (lastPlayerPassedPoint, this->getPlayerPos());
113            this->pointInFrontOfPlayer=frontPosition(); //getPointInFrontOfPacman(lastPlayerPassedPoint, directionV);
114
115
116            if(!findpos(this->actuelposition, lastPlayerPassedPoint)){
117               
118                /*std::cout<<this->getPlayerPos()<<endl;
119                std::cout<<this->lastPlayerPassedPoint<<endl;
120                std::cout<<this->pointInFrontOfPlayer<<endl;
121                std::cout<<this->actuelposition<<endl;*/
122            nextMove(redPos, lastPlayerPassedPoint);
123            std::cout<<"hiuddi"<<endl;
124            }
125            else if(findpos(this->actuelposition, lastPlayerPassedPoint)){// red pacman is at lastPlayerPassedPoint
126
127                /*std::cout<<"dhdidjop"<<endl;
128                std::cout<<this->getPlayerPos()<<endl;
129                std::cout<<this->lastPlayerPassedPoint<<endl;
130                std::cout<<this->pointInFrontOfPlayer<<endl;
131                std::cout<<this->actuelposition<<endl;*/
132
133                //if(!findpos(pointInFrontOfPlayer, Vector3(0,10,15))){
134                nextMove(lastPlayerPassedPoint, pointInFrontOfPlayer);
135                    //}
136                std::cout<<"ogslodm"<<endl;
137            }
138
139
140            lockmove=false; //NEVER FORGET THIS ONE !!!!!!!
141        }
142       
143    }
144
145
146        void PacmanRed::nextMove( Vector3 redPosP, Vector3 playerPos){
147       
148        Vector3 nextTarget;
149
150        if(redPosP!=playerPos){
151           nextTarget = getShortestPath(redPosP, playerPos);
152       setNewTargetGhost(nextTarget);
153        }
154        }
155
156}
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