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source: code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2D.cc @ 11613

Last change on this file since 11613 was 11613, checked in by vyang, 6 years ago

Geschwindigkeit im Level angepasst, Raumschiff kann das Spielfeld nicht mehr verlassen. TO DO: Rausfinden wie Rotation funktioniert → in Asteroid2DShip Funktionen Yaw, Pitch, Roll ueberladen oder im Levelfile anpassen.

File size: 4.4 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Florian Zinggeler
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file Asteroids2D.cc
31    @brief Implementation of the Asteroids2D class.
32*/
33
34#include "Asteroids2D.h"
35#include "Asteroids2DShip.h" // Necessary for getPlayer function. Do NOT include this in Header!
36#include "core/CoreIncludes.h"
37#include "Highscore.h"
38
39namespace orxonox
40{
41    RegisterUnloadableClass(Asteroids2D);
42
43    Asteroids2D::Asteroids2D(Context* context) : Deathmatch(context)
44    {
45        RegisterObject(Asteroids2D);
46
47        bEndGame = false;
48        lives = 1;
49        level = 1;
50        point = 0;
51        bShowLevel = false;
52        multiplier = 1;
53        b_combo = false;
54        counter = 5000;
55        pattern = 1;
56        lastPosition = 0;
57        this->numberOfBots_ = 0; //sets number of default bots temporarly to 0
58        this->center_ = nullptr;
59        this->setHUDTemplate("Asteroids2DHUD");
60    }
61
62
63
64    void Asteroids2D::levelUp()
65    {
66        level++;
67        if (getPlayer() != nullptr)
68        {
69            for (int i = 0; i < 7; i++)
70            {
71                WeakPtr<ExplosionPart> chunk5 = new ExplosionPart(this->center_->getContext());
72                chunk5->setPosition(Vector3(600, 0, 100.f * i - 300));
73                chunk5->setVelocity(Vector3(1000, 0, 0));  //player->getVelocity()
74                chunk5->setScale(10);
75                chunk5->setEffect1("Orxonox/explosion2b");
76                chunk5->setEffect2("Orxonox/smoke6");
77                chunk5->Explode();
78
79            }
80        }
81        addPoints(multiplier * 42);
82        multiplier *= 2;
83        toggleShowLevel();
84        showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Asteroids2D::toggleShowLevel, this)));
85    }
86
87    void Asteroids2D::tick(float dt)
88    {
89       
90        SUPER(Asteroids2D, tick, dt);
91    }
92
93    Asteroids2DShip* Asteroids2D::getPlayer()
94    {
95        if (player == nullptr)
96        {
97            for (Asteroids2DShip* ship : ObjectList<Asteroids2DShip>())
98            {
99                player = ship;
100            }
101        }
102        return player;
103    }
104
105    void Asteroids2D::costLife()
106    {
107        //endGameTimer.setTimer(8.0f, false, createExecutor(createFunctor(&Asteroids2D::end, this)));
108        lives = 0;
109    };
110
111    void Asteroids2D::start()
112    {
113        orxout() << "start" << endl;
114
115        // Set variable to temporarily force the player to spawn.
116        this->bForceSpawn_ = false;
117
118        if (this->center_ == nullptr)  // abandon mission!
119        {
120            orxout(internal_error) << "Asteroids2D: No Centerpoint specified." << endl;
121            GSLevel::startMainMenu();
122            return;
123        }
124        // Call start for the parent class.
125        Deathmatch::start();
126    }
127
128    void Asteroids2D::playerPreSpawn(PlayerInfo* player)
129    {
130        if(lives <= 0)
131        {
132            this->end();
133        }
134    }
135
136    void Asteroids2D::addPoints(int numPoints)
137    {
138        if (!bEndGame)
139        {
140            point += numPoints * multiplier;
141            b_combo = true;
142        }
143    }
144
145    void Asteroids2D::end()
146    {
147        // DON'T CALL THIS!
148        //      Deathmatch::end();
149        // It will misteriously crash the game!
150        // Instead startMainMenu, this won't crash.
151        if (Highscore::exists()){
152                    int score = this->getPoints();
153                    if(score > Highscore::getInstance().getHighestScoreOfGame("Dodge Race")) 
154                        Highscore::getInstance().storeHighscore("Dodge Race",score);
155
156          }
157        GSLevel::startMainMenu();
158    }
159}
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