#include "PacmanRed.h" #include "core/CoreIncludes.h" #include "BulletDynamics/Dynamics/btRigidBody.h" namespace orxonox{ RegisterClass(PacmanRed); PacmanRed::PacmanRed(Context* context) : PacmanGhost(context){ RegisterObject(PacmanRed); this->target_x=0; this->target_z=15; this->lastPlayerPassedPoint=Vector3(0,0,0); this->isNearPlayer=false; } /** @brief Method for creating a ghost through XML. */ void PacmanRed::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(PacmanRed, XMLPort, xmlelement, mode); } void PacmanRed::tick(float dt) { SUPER(PacmanGhost, tick, dt); this->actuelposition = this->getPosition(); for(int u=0; u < 67; u++){//always check if player passed a point if(jeanfindpos(this->getPlayerPos(), possibleposition[u])){ this->lastPlayerPassedPoint=possibleposition[u]; } } //Stop, if target arrived if((abs(this->actuelposition.x - this->target_x)<0.5) && (abs(this->actuelposition.z - this->target_z)<0.5)){ this->ismoving = false; } //Move, if ghost hasn't arrived yet if(this->ismoving){ if(!(abs(this->actuelposition.z-target_z)<0.5)) { velocity = Vector3(0,0,-sgn(this->actuelposition.z-this->target_z)); move(dt, actuelposition, velocity); } if(!(abs(this->actuelposition.x-target_x)<0.5)){ velocity = Vector3(-sgn(this->actuelposition.x-this->target_x),0,0); move(dt, actuelposition, velocity); } } else if(this->lastPlayerPassedPoint==Vector3(0,0,0)){ //as long as the player has not started the game, //i.e. lastPlayerPastPoint is (0,0,0), red pacman //cannot possibly move, because it needs the position //of the player to move accordingly this->ismoving=false; } //Check on which position the ghost has arrived and set new target else{ while(lockmove){}; lockmove = true; //do red behavior //Use target_x and target_z for position of red pacman Vector3 redPos=Vector3(this->target_x, 10, this->target_z); this->pointInFrontOfPlayer=frontPosition(); if(!findpos(this->actuelposition, lastPlayerPassedPoint)){ nextMove(redPos, lastPlayerPassedPoint); } else if(findpos(this->actuelposition, lastPlayerPassedPoint)){// red pacman is at lastPlayerPassedPoint nextMove(lastPlayerPassedPoint, pointInFrontOfPlayer); } lockmove=false; //NEVER FORGET THIS ONE !!!!!!! } } void PacmanRed::nextMove( Vector3 redPosP, Vector3 playerPos){ Vector3 nextTarget; if(redPosP!=playerPos){ nextTarget = getShortestPath(redPosP, playerPos); setNewTargetGhost(nextTarget); } } }