[11593] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Florian Zinggeler |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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[11617] | 29 | /*TODO: Punktesystem aufbauen -> in HUD anzeigen |
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| 30 | Schwierigkeitsgrad mit jedem levelup erhöhen -> mehr Steine spawnen? |
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| 31 | spawnStone Methode schreiben |
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| 32 | templates für die drei Grössen von Asteroiden erstellen |
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| 33 | |
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[11593] | 34 | /** |
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| 35 | @file Asteroids2D.cc |
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| 36 | @brief Implementation of the Asteroids2D class. |
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| 37 | */ |
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| 38 | |
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| 39 | #include "Asteroids2D.h" |
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| 40 | #include "Asteroids2DShip.h" // Necessary for getPlayer function. Do NOT include this in Header! |
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[11616] | 41 | #include "Asteroids2DStone.h" |
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[11593] | 42 | #include "core/CoreIncludes.h" |
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[11608] | 43 | #include "Highscore.h" |
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[11593] | 44 | |
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| 45 | namespace orxonox |
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| 46 | { |
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| 47 | RegisterUnloadableClass(Asteroids2D); |
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| 48 | |
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| 49 | Asteroids2D::Asteroids2D(Context* context) : Deathmatch(context) |
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| 50 | { |
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| 51 | RegisterObject(Asteroids2D); |
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| 52 | |
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[11608] | 53 | bEndGame = false; |
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[11616] | 54 | lives = 3; |
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[11608] | 55 | level = 1; |
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| 56 | point = 0; |
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| 57 | bShowLevel = false; |
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| 58 | multiplier = 1; |
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| 59 | b_combo = false; |
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[11616] | 60 | firstTick_ = true; |
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[11608] | 61 | this->numberOfBots_ = 0; //sets number of default bots temporarly to 0 |
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| 62 | this->center_ = nullptr; |
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| 63 | this->setHUDTemplate("Asteroids2DHUD"); |
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[11617] | 64 | levelupTimer.setTimer(100.0f, true, createExecutor(createFunctor(&Asteroids2D::levelUp, this))); |
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[11593] | 65 | } |
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| 66 | |
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[11613] | 67 | |
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| 68 | |
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[11608] | 69 | void Asteroids2D::levelUp() |
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| 70 | { |
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| 71 | level++; |
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| 72 | if (getPlayer() != nullptr) |
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| 73 | { |
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| 74 | for (int i = 0; i < 7; i++) |
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| 75 | { |
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| 76 | WeakPtr<ExplosionPart> chunk5 = new ExplosionPart(this->center_->getContext()); |
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| 77 | chunk5->setPosition(Vector3(600, 0, 100.f * i - 300)); |
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| 78 | chunk5->setVelocity(Vector3(1000, 0, 0)); //player->getVelocity() |
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| 79 | chunk5->setScale(10); |
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| 80 | chunk5->setEffect1("Orxonox/explosion2b"); |
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| 81 | chunk5->setEffect2("Orxonox/smoke6"); |
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| 82 | chunk5->Explode(); |
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| 83 | |
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| 84 | } |
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| 85 | } |
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| 86 | addPoints(multiplier * 42); |
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| 87 | multiplier *= 2; |
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| 88 | toggleShowLevel(); |
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| 89 | showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Asteroids2D::toggleShowLevel, this))); |
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[11617] | 90 | //Nach jedem Level Up werden mehr Steine gespawnt -> abhängig vom Schwierigkeitsgrad |
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| 91 | for(int i = 0; i < level*2; i++){ |
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| 92 | spawnStone(); |
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| 93 | } |
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| 94 | |
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[11608] | 95 | } |
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| 96 | |
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[11593] | 97 | void Asteroids2D::tick(float dt) |
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| 98 | { |
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[11617] | 99 | //Do this only for the first tick, generate 5 stones for the beginning |
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[11616] | 100 | if(this->firstTick_) |
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| 101 | { |
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| 102 | for(int i = 0; i < 5; ++i) |
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| 103 | { |
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| 104 | spawnStone(); |
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| 105 | } |
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| 106 | this->firstTick_ = false; |
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| 107 | } |
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[11608] | 108 | |
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[11593] | 109 | SUPER(Asteroids2D, tick, dt); |
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| 110 | } |
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| 111 | |
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[11616] | 112 | void Asteroids2D::spawnStone() |
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| 113 | { |
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| 114 | if (getPlayer() == nullptr) |
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| 115 | return; |
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| 116 | Asteroids2DStone* newStone = new Asteroids2DStone(this->center_->getContext()); |
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| 117 | newStone->setAsteroids2DPlayer(player); |
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| 118 | |
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[11617] | 119 | switch(newStone->getSize()){ |
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| 120 | case 1: |
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| 121 | newStone->addTemplate("stone1"); |
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| 122 | break; |
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| 123 | case 2: |
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| 124 | newStone->addTemplate("stone2"); |
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| 125 | break; |
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| 126 | case 3: |
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| 127 | newStone->addTemplate("stone3"); |
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| 128 | break; |
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| 129 | default: |
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| 130 | orxout(internal_error) << "Asteroids2DStone has invalid size and cannot be created" << endl; |
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| 131 | break; |
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| 132 | |
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| 133 | } |
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| 134 | |
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| 135 | |
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[11616] | 136 | } |
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| 137 | |
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[11593] | 138 | Asteroids2DShip* Asteroids2D::getPlayer() |
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| 139 | { |
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| 140 | if (player == nullptr) |
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| 141 | { |
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| 142 | for (Asteroids2DShip* ship : ObjectList<Asteroids2DShip>()) |
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| 143 | { |
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| 144 | player = ship; |
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| 145 | } |
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| 146 | } |
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| 147 | return player; |
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| 148 | } |
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| 149 | |
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[11608] | 150 | void Asteroids2D::costLife() |
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| 151 | { |
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[11617] | 152 | --lives; |
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[11619] | 153 | if(lives <= 0){ |
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[11617] | 154 | endGameTimer.setTimer(8.0f, false, createExecutor(createFunctor(&Asteroids2D::end, this))); |
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| 155 | } |
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[11608] | 156 | }; |
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[11617] | 157 | |
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[11608] | 158 | |
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[11593] | 159 | void Asteroids2D::start() |
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| 160 | { |
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| 161 | orxout() << "start" << endl; |
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[11608] | 162 | |
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[11593] | 163 | // Set variable to temporarily force the player to spawn. |
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| 164 | this->bForceSpawn_ = false; |
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| 165 | |
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| 166 | if (this->center_ == nullptr) // abandon mission! |
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| 167 | { |
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| 168 | orxout(internal_error) << "Asteroids2D: No Centerpoint specified." << endl; |
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| 169 | GSLevel::startMainMenu(); |
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| 170 | return; |
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| 171 | } |
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| 172 | // Call start for the parent class. |
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| 173 | Deathmatch::start(); |
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| 174 | } |
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| 175 | |
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[11608] | 176 | void Asteroids2D::playerPreSpawn(PlayerInfo* player) |
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| 177 | { |
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| 178 | if(lives <= 0) |
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| 179 | { |
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| 180 | this->end(); |
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| 181 | } |
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| 182 | } |
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| 183 | |
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[11617] | 184 | //wird gerufen, falls man einen Asteroiden trifft->Aufruf durch Schiffklasse |
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[11608] | 185 | void Asteroids2D::addPoints(int numPoints) |
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| 186 | { |
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| 187 | if (!bEndGame) |
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| 188 | { |
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| 189 | point += numPoints * multiplier; |
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| 190 | b_combo = true; |
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| 191 | } |
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| 192 | } |
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| 193 | |
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[11593] | 194 | void Asteroids2D::end() |
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| 195 | { |
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| 196 | // DON'T CALL THIS! |
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| 197 | // Deathmatch::end(); |
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| 198 | // It will misteriously crash the game! |
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| 199 | // Instead startMainMenu, this won't crash. |
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[11608] | 200 | if (Highscore::exists()){ |
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| 201 | int score = this->getPoints(); |
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[11616] | 202 | if(score > Highscore::getInstance().getHighestScoreOfGame("Asteroids2D")) |
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| 203 | Highscore::getInstance().storeHighscore("Asteroids2D",score); |
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[11608] | 204 | |
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| 205 | } |
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[11593] | 206 | GSLevel::startMainMenu(); |
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| 207 | } |
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| 208 | } |
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