[11506] | 1 | #include "AsteroidsShip.h" |
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| 2 | |
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| 3 | #include "core/CoreIncludes.h" |
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| 4 | #include "core/XMLPort.h" |
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[11516] | 5 | #include "Asteroids.h" |
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[11506] | 6 | #include "graphics/Camera.h" |
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[11528] | 7 | #include "asteroids/AsteroidStone.h" |
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[11506] | 8 | #include "weapons/projectiles/Projectile.h" |
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[11528] | 9 | #include "asteroids/AsteroidsCenterpoint.h" |
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[11506] | 10 | |
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[11516] | 11 | |
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[11506] | 12 | namespace orxonox |
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| 13 | { |
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| 14 | //Constructor |
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| 15 | RegisterClass(AsteroidsShip); |
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| 16 | |
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| 17 | AsteroidsShip::AsteroidsShip(Context* context) : SpaceShip(context) |
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| 18 | { |
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| 19 | RegisterObject(AsteroidsShip); |
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| 20 | |
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[11541] | 21 | angle= 0.0f; |
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| 22 | |
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| 23 | |
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| 24 | |
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[11516] | 25 | isFireing = false; |
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[11541] | 26 | damping = 0.90; |
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[11516] | 27 | |
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| 28 | lastTimeFront = 0; |
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| 29 | lastTimeLeft = 0; |
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| 30 | lastTime = 0; |
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| 31 | |
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[11541] | 32 | height = this->getGame()->center_->getFieldHeight(); |
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| 33 | width = this->getGame()->center_->getFieldWidth(); |
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| 34 | |
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| 35 | force.x =0; |
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| 36 | force.y =0; |
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| 37 | |
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| 38 | velocity.x = 0; |
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| 39 | velocity.y = 0; |
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| 40 | |
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[11506] | 41 | } |
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[11516] | 42 | |
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[11506] | 43 | //Destructor |
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| 44 | AsteroidsShip::~AsteroidsShip() |
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| 45 | { |
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| 46 | if (this->isInitialized()) |
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| 47 | this->cleanup(); |
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| 48 | } |
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| 49 | |
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| 50 | |
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| 51 | |
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| 52 | //update coordinates and velocity |
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| 53 | void AsteroidsShip::tick(float dt) |
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| 54 | { |
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[11541] | 55 | //Movement computation beachte Beschleunigung? |
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[11516] | 56 | Vector3 pos = getPosition(); |
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| 57 | |
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[11541] | 58 | float speed = sqrt(velocity.x*velocity.x+ velocity.y*velocity.y); |
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[11516] | 59 | if(speed > maxspeed) |
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| 60 | { |
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[11541] | 61 | velocity.x *= maxspeed/speed; |
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| 62 | velocity.y *= mayspeed/speed; |
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[11516] | 63 | } |
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| 64 | |
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[11541] | 65 | pos.x += velocity.x*dt; |
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| 66 | pos.y += velocity.y*dt; |
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[11516] | 67 | |
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| 68 | |
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[11541] | 69 | //haelt ship innerhalb des Kamerafensters |
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| 70 | if(x>width) x=0; |
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| 71 | if(x<0) x=width; |
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| 72 | if(y>height) y=0; |
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| 73 | if(y<0) y=height); |
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[11506] | 74 | |
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[11541] | 75 | |
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[11506] | 76 | //Schiessen wenn geschossen wurde |
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| 77 | // shoot! |
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[11541] | 78 | /* |
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[11506] | 79 | if (isFireing) |
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| 80 | ControllableEntity::fire(0); |
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[11541] | 81 | */ |
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[11516] | 82 | |
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| 83 | //Execute movement |
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| 84 | if (this->hasLocalController()) |
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| 85 | { |
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[11541] | 86 | force.x += 1; |
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| 87 | force.y += 1; |
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[11516] | 88 | |
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| 89 | } |
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| 90 | |
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| 91 | |
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[11528] | 92 | |
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| 93 | //Camera ticken? Bleibt eigentlich am selben Ort...irgendwo initialisieren |
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[11516] | 94 | Camera* camera = this->getCamera(); |
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| 95 | if (camera != nullptr) |
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| 96 | { |
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[11541] | 97 | camera->setPosition(Vector3(0,cameradistance, 0)); |
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| 98 | camera->setOrientation(Vector3::UNIT_Z, Degree(90)); |
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[11516] | 99 | } |
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| 100 | |
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| 101 | |
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| 102 | |
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| 103 | // bring back on track! |
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| 104 | if(pos.y != 0) |
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| 105 | { |
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| 106 | pos.y = 0; |
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| 107 | } |
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| 108 | |
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[11541] | 109 | velocity.x *= damping; |
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| 110 | velocity.y *= damping; |
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| 111 | |
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[11516] | 112 | setPosition(pos); |
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| 113 | setOrientation(Vector3::UNIT_Y, Degree(270)); |
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| 114 | |
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| 115 | SUPER(AsteroidsShip, tick, dt); |
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[11541] | 116 | |
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[11506] | 117 | } |
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[11528] | 118 | |
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| 119 | void AsteroidsShip::moveFrontBack(const Vector2& value) |
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| 120 | { |
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[11541] | 121 | velocity.x += 1; |
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[11528] | 122 | } |
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| 123 | |
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[11541] | 124 | void AsteroidsShip::moveUpDown(const Vector2& value) |
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[11528] | 125 | { |
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[11541] | 126 | velocity.y +=1; |
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[11528] | 127 | |
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| 128 | } |
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[11541] | 129 | void AsteroidsShip::moveFrontLeftRight(const Vector2& value) |
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[11528] | 130 | { |
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| 131 | |
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| 132 | } |
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| 133 | |
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[11516] | 134 | Asteroids* AsteroidsShip::getGame() |
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| 135 | { |
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| 136 | if (game == nullptr) |
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| 137 | { |
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| 138 | for (Asteroids* asteroids : ObjectList<Asteroids>()) |
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| 139 | game = asteroids; |
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| 140 | } |
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| 141 | return game; |
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| 142 | } |
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[11506] | 143 | |
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[11528] | 144 | void AsteroidsShip::death() |
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[11516] | 145 | { |
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| 146 | getGame()->costLife(); |
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| 147 | SpaceShip::death(); |
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| 148 | } |
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[11506] | 149 | |
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| 150 | |
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| 151 | |
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| 152 | } |
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