| 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 |  *      Viviane Yang | 
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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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| 29 | /*  TODO:  | 
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| 30 |  | 
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| 31 |     @file Asteroids2DShip.cc | 
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| 32 |     @brief Implementation of the Asteroids2DShip class. | 
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| 33 | */ | 
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| 34 |  | 
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| 35 | #include "Asteroids2DShip.h" | 
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| 36 | #include "Asteroids2DStone.h" | 
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| 37 | #include "Asteroids2D.h" | 
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| 38 | #include "core/CoreIncludes.h" | 
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| 39 |  | 
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| 40 | namespace orxonox | 
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| 41 | { | 
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| 42 |     RegisterClass(Asteroids2DShip); | 
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| 43 |  | 
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| 44 |     Asteroids2DShip::Asteroids2DShip(Context* context) : SpaceShip(context) | 
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| 45 |     { | 
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| 46 |         RegisterObject(Asteroids2DShip); | 
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| 47 |  | 
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| 48 |         this->bImmune = false; | 
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| 49 |         this->width = 1043; | 
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| 50 |         this->height = 646; | 
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| 51 |  | 
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| 52 |         //timer.setTimer(3.5f, true, createExecutor(createFunctor(&Asteroids2DShip::showorientation, this))); | 
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| 53 |     } | 
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| 54 |  | 
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| 55 |     //Use this function to display your position on the field -> to determine field width and height | 
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| 56 |     void Asteroids2DShip::showposition() | 
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| 57 |     { | 
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| 58 |         Vector3 pos = this->getPosition(); | 
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| 59 |         orxout() << "x = "<< pos.x << " y = " << pos.y << " z = "<< pos.z << endl;  | 
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| 60 |     } | 
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| 61 |  | 
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| 62 |     //Same thing for orientation | 
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| 63 |     void Asteroids2DShip::showorientation() | 
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| 64 |     { | 
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| 65 |         Quaternion ort = this->getOrientation(); | 
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| 66 |         orxout() << "w = " << ort.w << " x = " << ort.x << " y = " << ort.y << "z = " << ort.z << endl; | 
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| 67 |     } | 
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| 68 |  | 
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| 69 |     void Asteroids2DShip::tick(float dt) | 
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| 70 |     { | 
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| 71 |         SUPER(Asteroids2DShip, tick, dt); | 
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| 72 |         Vector3 pos = this->getPosition(); | 
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| 73 |  | 
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| 74 |         //ensure that the ship stays in playing field | 
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| 75 |         if(pos.x > width/2)   pos.x = -width/2; | 
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| 76 |         if(pos.x < -width/2)  pos.x = width/2; | 
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| 77 |         if(pos.z > height/2)  pos.z = -height/2; | 
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| 78 |         if(pos.z < -height/2) pos.z = height/2; | 
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| 79 |  | 
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| 80 |         //2D movement, position should always = 0 on y-axis | 
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| 81 |         if(pos.y!=0) pos.y = 0; | 
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| 82 |         this->setPosition(pos); | 
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| 83 |  | 
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| 84 |  | 
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| 85 |         //if you hit an asteroid, the ship will turn -> you need to reorientate the ship  | 
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| 86 |         Quaternion ort = this->getOrientation(); | 
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| 87 |         ort.x = 0; | 
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| 88 |         ort.z = 0; | 
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| 89 |         this->setOrientation(ort); | 
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| 90 |     } | 
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| 91 |  | 
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| 92 |     void Asteroids2DShip::boost(bool bBoost) | 
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| 93 |     { | 
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| 94 |     } | 
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| 95 |  | 
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| 96 |     void Asteroids2DShip::updateLevel() | 
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| 97 |     { | 
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| 98 |         if (getGame()) | 
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| 99 |             getGame()->levelUp(); | 
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| 100 |     } | 
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| 101 |  | 
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| 102 |     inline bool Asteroids2DShip::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) | 
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| 103 |     { | 
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| 104 |  | 
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| 105 |         Asteroids2DStone* stone = orxonox_cast<Asteroids2DStone*>(otherObject);        | 
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| 106 |         if(stone != nullptr && !bImmune) | 
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| 107 |         { | 
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| 108 |             removeHealth(100);  | 
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| 109 |             this->getGame()->addPoints(10); | 
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| 110 |  | 
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| 111 |             //The ship will be immune for 3 seconds after it has been hit by an asteroid | 
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| 112 |             bImmune = true; | 
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| 113 |             isimmune.setTimer(3.0f, false, createExecutor(createFunctor(&Asteroids2DShip::toggleImmune, this))); | 
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| 114 |         } | 
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| 115 |         return false; | 
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| 116 |     } | 
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| 117 |  | 
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| 118 |     Asteroids2D* Asteroids2DShip::getGame() | 
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| 119 |     { | 
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| 120 |         if (game == nullptr) | 
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| 121 |         { | 
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| 122 |             for (Asteroids2D* race : ObjectList<Asteroids2D>()) | 
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| 123 |             { | 
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| 124 |                 game = race; | 
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| 125 |             } | 
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| 126 |         } | 
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| 127 |         return game; | 
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| 128 |     } | 
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| 129 |  | 
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| 130 |     void Asteroids2DShip::death() | 
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| 131 |     { | 
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| 132 |         getGame()->costLife(); | 
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| 133 |         SpaceShip::death(); | 
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| 134 |     } | 
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| 135 | } | 
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