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source: code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2DShip.cc @ 11593

Last change on this file since 11593 was 11593, checked in by vyang, 6 years ago

MiniGameTest Minigame erstellt → Kopie von DodgeRace, Namen von Asteroid zu Asteroid 2D geaendert, da schon eine Klasse mit dem selben Namen existiert

File size: 3.7 KB
Line 
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 Asteroids2DShip.cc
31    @brief Implementation of the Asteroids2DShip class.
32*/
33
34#include "Asteroids2DShip.h"
35#include "core/CoreIncludes.h"
36
37namespace orxonox
38{
39    RegisterClass(Asteroids2DShip);
40
41    Asteroids2DShip::Asteroids2DShip(Context* context) : SpaceShip(context)
42    {
43        RegisterObject(Asteroids2DShip);
44
45        speed = 830;
46        isFireing = false;
47        damping = 10;
48
49        // not sure if has to be zero?
50        lastTimeFront = 0;
51        lastTimeLeft = 0;
52        lastTime = 0;
53    }
54
55    void Asteroids2DShip::tick(float dt)
56    {
57        Vector3 pos = getPosition();
58
59        //Movement calculation
60        lastTimeFront += dt * damping;
61        lastTimeLeft += dt * damping;
62        lastTime += dt;
63
64        velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f);
65        velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f);
66
67        //Execute movement
68        if (this->hasLocalController())
69        {
70            float dist_y = velocity.y * dt;
71            //float dist_x = velocity.x * dt;
72            if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6)
73                posforeward += dist_y;
74            else
75            {
76                velocity.y = 0;
77                // restart if game ended
78/*
79                if (getGame())
80                    if (getGame()->bEndGame)
81                    {
82                        getGame()->start();
83                        return;
84                    }*/
85            }
86
87            pos += Vector3(1000 + velocity.y, 0, velocity.x) * dt;
88        }
89
90        // bring back on track!
91        if(pos.y != 0)
92        {
93            pos.y = 0;
94        }
95
96        setPosition(pos);
97        setOrientation(Vector3::UNIT_Y, Degree(270));
98
99        SUPER(Asteroids2DShip, tick, dt);
100    }
101
102    void Asteroids2DShip::moveFrontBack(const Vector2& value)
103    {
104        //lastTimeFront = 0;
105        //desiredVelocity.y = value.y * speed * 42;
106
107    }
108
109    void Asteroids2DShip::moveRightLeft(const Vector2& value)
110    {
111        lastTimeLeft = 0;
112        desiredVelocity.x = value.x * speed;
113    }
114    void Asteroids2DShip::boost(bool bBoost)
115    {
116        //getGame()->bEndGame = bBoost;
117    }
118
119    inline bool Asteroids2DShip::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint)
120    {
121
122        removeHealth(100);
123        this->death();
124        return false;
125    }
126
127    Asteroids2D* Asteroids2DShip::getGame()
128    {
129        if (game == nullptr)
130        {
131            for (Asteroids2D* race : ObjectList<Asteroids2D>())
132            {
133                game = race;
134            }
135        }
136        return game;
137    }
138
139    void Asteroids2DShip::death()
140    {
141        //getGame()->costLife();
142        SpaceShip::death();
143    }
144}
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