| 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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| 5 | #include "Asteroids.h" |
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| 6 | #include "graphics/Camera.h" |
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| 7 | #include "asteroids/AsteroidStone.h" |
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| 8 | #include "weapons/projectiles/Projectile.h" |
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| 9 | #include "asteroids/AsteroidsCenterpoint.h" |
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| 10 | |
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| 11 | |
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| 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 | /*radius = 20; |
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| 21 | x = getPosition().x; |
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| 22 | y = getPosition().y; |
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| 23 | dx = 3.0f; |
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| 24 | dy = 3.0f; |
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| 25 | angle= 0.0f;*/ |
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| 26 | |
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| 27 | speed = 830; |
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| 28 | isFireing = false; |
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| 29 | damping = 10; |
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| 30 | |
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| 31 | lastTimeFront = 0; |
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| 32 | lastTimeLeft = 0; |
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| 33 | lastTime = 0; |
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| 34 | |
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| 35 | } |
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| 36 | |
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| 37 | //Destructor |
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| 38 | AsteroidsShip::~AsteroidsShip() |
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| 39 | { |
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| 40 | if (this->isInitialized()) |
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| 41 | this->cleanup(); |
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| 42 | } |
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| 43 | |
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| 44 | |
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| 45 | |
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| 46 | //update coordinates and velocity |
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| 47 | void AsteroidsShip::tick(float dt) |
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| 48 | { |
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| 49 | /*Movement computation |
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| 50 | Vector3 pos = getPosition(); |
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| 51 | |
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| 52 | dx *= damping; |
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| 53 | dy *= damping; |
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| 54 | |
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| 55 | float speed = sqrt(dx*dx+ dy*dy); |
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| 56 | if(speed > maxspeed) |
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| 57 | { |
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| 58 | dx *= maxspeed/speed; |
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| 59 | dy *= mayspeed/speed; |
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| 60 | } |
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| 61 | |
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| 62 | x += dx; |
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| 63 | y += dy; |
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| 64 | |
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| 65 | if(x>W) x=0; |
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| 66 | if(x<0) x=W; |
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| 67 | if(y>H) y=0; |
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| 68 | if(y<0) y=H; |
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| 69 | setPosition(x,y,0); |
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| 70 | |
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| 71 | //roll? muss sich das Raumschiff drehen? |
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| 72 | setOrientation(angle, x, y, 0); |
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| 73 | |
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| 74 | //Schiessen wenn geschossen wurde |
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| 75 | // shoot! |
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| 76 | if (isFireing) |
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| 77 | ControllableEntity::fire(0); |
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| 78 | |
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| 79 | //Leben verloren */ |
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| 80 | Vector3 pos = getPosition(); |
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| 81 | |
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| 82 | //Movement calculation |
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| 83 | lastTimeFront += dt * damping; |
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| 84 | lastTimeLeft += dt * damping; |
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| 85 | lastTime += dt; |
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| 86 | |
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| 87 | velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f); |
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| 88 | velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f); |
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| 89 | |
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| 90 | //Execute movement |
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| 91 | if (this->hasLocalController()) |
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| 92 | { |
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| 93 | float dist_y = velocity.y * dt; |
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| 94 | //float dist_x = velocity.x * dt; |
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| 95 | if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6) |
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| 96 | posforeward += dist_y; |
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| 97 | else |
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| 98 | { |
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| 99 | velocity.y = 0; |
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| 100 | // restart if game ended |
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| 101 | /* |
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| 102 | if (getGame()) |
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| 103 | if (getGame()->bEndGame) |
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| 104 | { |
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| 105 | getGame()->start(); |
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| 106 | return; |
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| 107 | }*/ |
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| 108 | } |
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| 109 | |
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| 110 | pos += Vector3(1000 + velocity.y, 0, velocity.x) * dt; |
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| 111 | |
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| 112 | } |
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| 113 | |
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| 114 | |
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| 115 | |
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| 116 | //Camera ticken? Bleibt eigentlich am selben Ort...irgendwo initialisieren |
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| 117 | Camera* camera = this->getCamera(); |
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| 118 | if (camera != nullptr) |
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| 119 | { |
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| 120 | // camera->setPosition(Vector3(-pos.z, -posforeward, 0)); |
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| 121 | camera->setOrientation(Vector3::UNIT_Z, Degree(0)); |
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| 122 | } |
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| 123 | |
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| 124 | |
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| 125 | |
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| 126 | // bring back on track! |
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| 127 | if(pos.y != 0) |
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| 128 | { |
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| 129 | pos.y = 0; |
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| 130 | } |
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| 131 | |
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| 132 | setPosition(pos); |
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| 133 | setOrientation(Vector3::UNIT_Y, Degree(270)); |
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| 134 | |
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| 135 | SUPER(AsteroidsShip, tick, dt); |
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| 136 | } |
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| 137 | |
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| 138 | void AsteroidsShip::moveFrontBack(const Vector2& value) |
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| 139 | { |
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| 140 | |
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| 141 | |
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| 142 | } |
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| 143 | |
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| 144 | void AsteroidsShip::moveFrontBack(const Vector2& value) |
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| 145 | { |
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| 146 | |
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| 147 | } |
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| 148 | void AsteroidsShip::moveFrontBack(const Vector2& value) |
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| 149 | { |
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| 150 | |
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| 151 | } |
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| 152 | |
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| 153 | Asteroids* AsteroidsShip::getGame() |
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| 154 | { |
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| 155 | if (game == nullptr) |
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| 156 | { |
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| 157 | for (Asteroids* asteroids : ObjectList<Asteroids>()) |
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| 158 | game = asteroids; |
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| 159 | } |
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| 160 | return game; |
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| 161 | } |
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| 162 | |
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| 163 | void AsteroidsShip::death() |
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| 164 | { |
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| 165 | getGame()->costLife(); |
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| 166 | SpaceShip::death(); |
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| 167 | } |
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| 168 | |
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| 169 | |
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| 170 | |
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| 171 | } |
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