Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/FlappyOrx_HS17/src/modules/flappyorx/FlappyOrx.cc @ 11620

Last change on this file since 11620 was 11620, checked in by pascscha, 6 years ago

XML Port

File size: 9.6 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 *      Leo Mehr Holz
24 *      Pascal Schärli
25 *
26 */
27
28/**
29    @file FlappyOrx.cc
30    @brief Implementation of the FlappyOrx class.
31*/
32
33#include "FlappyOrx.h"
34#include "Highscore.h"
35#include "core/CoreIncludes.h"
36
37
38#include "core/EventIncludes.h"
39#include "core/command/Executor.h"
40#include "core/config/ConfigValueIncludes.h"
41#include "core/XMLPort.h"
42#include "gamestates/GSLevel.h"
43#include "chat/ChatManager.h"
44
45// ! HACK
46#include "infos/PlayerInfo.h"
47
48#include "FlappyOrxCenterPoint.h"
49#include "FlappyOrxAsteroid.h"
50#include "FlappyOrxShip.h"
51
52#include "core/command/ConsoleCommand.h"
53#include "worldentities/ExplosionPart.h"
54#include <vector>
55
56namespace orxonox
57{
58    RegisterUnloadableClass(FlappyOrx);
59
60    FlappyOrx::FlappyOrx(Context* context) : Deathmatch(context)
61    {
62        RegisterObject(FlappyOrx);
63        this->center_ = nullptr;
64        point = 0;                          //number of cleared tubes
65        bIsDead = true;
66        firstGame = true;                   //needed for the HUD
67
68        tubeDistance=200;                  //distance between tubes
69        tubeOffsetX=500;                    //tube offset (so that we can't see them spawn)
70
71        circlesUsed=0;
72        setHUDTemplate("FlappyOrxHUD");
73    }
74   
75    void FlappyOrx::XMLPort(Element& xmlelement, XMLPort::Mode mode)
76        {   
77            SUPER(FlappyOrx, XMLPort, xmlelement, mode);
78            XMLPortParam(FlappyOrx, "spawnDistance", setspawnDistance, getspawnDistance, xmlelement, mode);
79            XMLPortParam(FlappyOrx, "Speed", setSpeed, getSpeed, xmlelement, mode);
80        }
81
82    void FlappyOrx::updatePlayerPos(int x){
83
84        //Spawn a new Tube when the spawn distance is reached
85        if(this->tubes.size()==0||x-tubes.back()+tubeOffsetX>tubeDistance){
86            spawnTube();
87            this->tubes.push(x+tubeOffsetX);
88        }
89        //Delete Tubes when we pass through them
90        if(this->tubes.size()!=0&&x>this->tubes.front()){
91            this->tubes.pop();
92            levelUp();
93        }
94        //Delete Asteroids which are not visible anymore
95        while((this->asteroids.front())->getPosition().x<x-tubeOffsetX){
96            MovableEntity* deleteMe = asteroids.front();
97            asteroids.pop();
98            deleteMe->destroy();
99        }
100    }
101
102    //Gets called when we pass through a Tube
103    void FlappyOrx::levelUp(){
104        point++;
105        tubeDistance = tubeDistanceBase-tubeDistanceIncrease*point;            //smaller spawn Distance
106        getPlayer()->setSpeed(speedBase+speedIncrease*point);    //increase speed
107    }
108
109    //Returns our Ship
110    FlappyOrxShip* FlappyOrx::getPlayer(){
111        if (player == nullptr){
112            for (FlappyOrxShip* ship : ObjectList<FlappyOrxShip>()) {
113                player = ship;
114            }
115        }
116        return player;
117    }
118
119    //Spawn new Tube
120    void FlappyOrx::spawnTube(){
121        if (getPlayer() == nullptr)
122            return;
123
124        int space = 120;    //vertical space between top and bottom tube
125        int height = (float(rand())/RAND_MAX-0.5)*(280-space);  //Randomize height
126           
127        Vector3 pos = player->getPosition();
128
129        //create the two Asteroid fields (Tubes)
130        asteroidField(pos.x+tubeOffsetX,height-space/2,0.8);  //bottom 
131        asteroidField(pos.x+tubeOffsetX,height+space/2,-0.8); //top
132    }
133
134    //Creates a new asteroid Field
135    void FlappyOrx::asteroidField(int x, int y, float slope){
136        int r = 20;     //Radius of added Asteroids
137        int noadd = 0;  //how many times we failed to add a new asteroid
138
139        clearCircles();   //Delete Circles (we use circles to make sure we don't spawn two asteroids on top of eachother)
140        Circle newAsteroid = Circle();
141        newAsteroid.x=x;
142        newAsteroid.y=y;
143        newAsteroid.r=r;
144        addIfPossible(newAsteroid); //Add Asteroid at peak
145
146        //Fill up triangle with asteroids
147        while(noadd<5&&circlesUsed<nCircles){
148            if(slope>0)
149                newAsteroid.y=float(rand())/RAND_MAX*(150+y)-150;   //create asteroid on bottom
150            else
151                newAsteroid.y=float(rand())/RAND_MAX*(150-y)+y;     //create asteroid on top
152           
153            newAsteroid.x=x+(float(rand())/RAND_MAX-0.5)*(y-newAsteroid.y)/slope;
154            newAsteroid.r=r;
155           
156            int i = addIfPossible(newAsteroid); //Add Asteroid if it doesn't collide
157            if(i==0)
158                noadd++;
159            else if(i==2)
160                noadd=5;
161        }
162    }
163
164    //Create a new Asteroid
165    void FlappyOrx::createAsteroid(Circle &c){
166        MovableEntity* newAsteroid = new MovableEntity(this->center_->getContext());
167
168        //Add Model fitting the Size of the Asteroid
169        if(c.r<=5)
170            newAsteroid->addTemplate(Asteroid5[rand()%NUM_ASTEROIDS]);
171        else if(c.r<=10)
172            newAsteroid->addTemplate(Asteroid10[rand()%NUM_ASTEROIDS]);
173        else if(c.r<=15)
174            newAsteroid->addTemplate(Asteroid15[rand()%NUM_ASTEROIDS]);
175        else
176            newAsteroid->addTemplate(Asteroid20[rand()%NUM_ASTEROIDS]);
177       
178        //Set position
179        newAsteroid->setPosition(Vector3(c.x, 0, c.y));
180
181        //Randomize orientation
182        newAsteroid->setOrientation(Vector3::UNIT_Z, Degree(rand()%360));
183        newAsteroid->setOrientation(Vector3::UNIT_Y, Degree(rand()%360));
184
185        //add to Queue (so that we can delete it again)
186        asteroids.push(newAsteroid);
187    }
188
189    //Deletes Asteroids array which stores all the circles used to make sure no asteroids collide when spawning
190    void FlappyOrx::clearCircles(){
191        circlesUsed=0;
192        for(int i = 0; i<this->nCircles; i++){
193            circles[i].r=0;
194        }
195    }
196
197    //checks if two circles collide
198    bool FlappyOrx::circleCollision(Circle &c1, Circle &c2){
199        if(c1.r<=0 || c2.r<=0)
200            return false;
201        int x = c1.x - c2.x;
202        int y = c1.y - c2.y;
203        int r = c1.r + c2.r;
204
205        return x*x+y*y<r*r*1.5;
206    }
207
208    //Adds a circle if its not colliding
209    int FlappyOrx::addIfPossible(Circle c){
210        int i;
211        for(i=0; i<this->nCircles && this->circles[i].r!=0 && c.r>0;i++){
212            while(circleCollision(c,this->circles[i])){
213                c.r-=5; //when it collides, try to make it smaller
214            }
215        }
216        if(c.r<=0){
217            return 0;
218        }
219        circlesUsed++;
220        this->circles[i].x=c.x;
221        this->circles[i].y=c.y;
222        this->circles[i].r=c.r;
223        createAsteroid(c);
224        return 1;
225    }
226
227    void FlappyOrx::setCenterpoint(FlappyOrxCenterPoint* center){
228        this->center_ = center;
229    }
230
231    bool FlappyOrx::isDead(){
232        return bIsDead;
233    }
234
235    void FlappyOrx::setDead(bool value){
236        bIsDead = value;
237        if(not value){
238            point = -1;
239            levelUp();
240        }
241    }
242
243    void FlappyOrx::start()
244    {
245        // Set variable to temporarily force the player to spawn.
246        this->bForceSpawn_ = true;
247
248        if (this->center_ == nullptr)  // abandon mission!
249        {
250            orxout(internal_error) << "FlappyOrx: No Centerpoint specified." << endl;
251            GSLevel::startMainMenu();
252            return;
253        }
254        // Call start for the parent class.
255        Deathmatch::start();
256    }
257
258    //RIP
259    void FlappyOrx::death(){
260        bIsDead = true;
261        firstGame = false;
262       
263        //Set randomized deathmessages
264        if(point<10)        sDeathMessage = DeathMessage10[rand()%(DeathMessage10.size())];
265        else if(point<30)   sDeathMessage = DeathMessage30[rand()%(DeathMessage30.size())];
266        else if(point<50)   sDeathMessage = DeathMessage50[rand()%(DeathMessage50.size())];
267        else                sDeathMessage = DeathMessageover50[rand()%(DeathMessageover50.size())];
268       
269        //Update Highscore
270        if (Highscore::exists()){
271                    int score = this->getPoints();
272                    if(score > Highscore::getInstance().getHighestScoreOfGame("Flappy Orx")) 
273                        Highscore::getInstance().storeHighscore("Flappy Orx",score);
274        }
275
276        //Delete all Tubes and asteroids
277        while (!tubes.empty()){
278            tubes.pop();
279        }
280        while (!asteroids.empty()){
281            MovableEntity* deleteMe = asteroids.front();
282            asteroids.pop();
283            deleteMe->destroy();
284        }
285    }
286
287    void FlappyOrx::end()
288    {
289        // DON'T CALL THIS!
290        //      Deathmatch::end();
291        // It will misteriously crash the game!
292        // Instead startMainMenu, this won't crash.
293        if (Highscore::exists()){
294                    int score = this->getPoints();
295                    if(score > Highscore::getInstance().getHighestScoreOfGame("Orxonox Arcade")) 
296                        Highscore::getInstance().storeHighscore("Orxonox Arcade",score);
297
298          }
299        GSLevel::startMainMenu();
300    }
301}
Note: See TracBrowser for help on using the repository browser.