| 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 | *      Julien Kindle | 
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| 24 | *   Co-authors: | 
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| 25 | *      Noah Zarro | 
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| 26 | *      Theo von Arx | 
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| 27 | * | 
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| 28 | * | 
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| 29 | */ | 
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| 30 |  | 
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| 31 | /** | 
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| 32 | @file SOBFigure.cc | 
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| 33 | @brief This class represents your figure when you play the minigame. Here the movement of the figure, activating items, ... are handled. | 
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| 34 | */ | 
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| 35 |  | 
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| 36 | #include "SOBFigure.h" | 
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| 37 |  | 
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| 38 | #include "core/CoreIncludes.h" | 
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| 39 | #include "core/XMLPort.h" | 
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| 40 | #include "graphics/Model.h" | 
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| 41 | #include "graphics/Camera.h" | 
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| 42 | #include "graphics/ParticleSpawner.h" | 
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| 43 | #include <OgreMath.h> | 
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| 44 |  | 
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| 45 | #include "SOBTube.h" | 
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| 46 | #include "SOBMushroom.h" | 
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| 47 | #include "SOBGumba.h" | 
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| 48 | #include "SOBGumbaBoss.h" | 
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| 49 | #include "SOBFireball.h" | 
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| 50 | #include "SOB.h" | 
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| 51 | #include "SOBFlagstone.h" | 
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| 52 | #include "SOBCastlestone.h" | 
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| 53 | #include "Highscore.h" | 
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| 54 | #include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h> | 
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| 55 |  | 
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| 56 | namespace orxonox | 
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| 57 | { | 
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| 58 | RegisterClass(SOBFigure); | 
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| 59 |  | 
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| 60 | SOBFigure::SOBFigure(Context* context) : ControllableEntity(context) | 
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| 61 | { | 
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| 62 | RegisterObject(SOBFigure); | 
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| 63 |  | 
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| 64 | // initialize variables | 
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| 65 | gravityAcceleration_ = 350.0; | 
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| 66 |  | 
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| 67 | //Vars for movement of player | 
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| 68 | moveUpPressed_      = false; | 
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| 69 | moveDownPressed_    = false; | 
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| 70 | moveLeftPressed_    = false; | 
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| 71 | moveRightPressed_    = false; | 
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| 72 | firePressed_        = false; | 
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| 73 | collDisZ_           = 0; | 
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| 74 | tube                = NULL; | 
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| 75 |  | 
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| 76 | //Variables for Action in Tube | 
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| 77 | tcol_               = false; | 
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| 78 | tubing              = false; | 
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| 79 | kkk                 = 0; | 
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| 80 |  | 
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| 81 | //Times and turning | 
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| 82 | timeSinceLastFire_  = 0.0; | 
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| 83 | lastSpeed_z         = 0.0; | 
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| 84 | timeCounter_        = 0; | 
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| 85 |  | 
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| 86 | //Properties of player | 
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| 87 |  | 
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| 88 | isColliding_        = true; | 
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| 89 | particlespawner_    = NULL; | 
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| 90 |  | 
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| 91 | //Properties of players life | 
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| 92 | predead_            = false; | 
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| 93 | dead_               = false; | 
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| 94 | lvlEnded_           = false; | 
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| 95 | reachedLvlEndState_ = 0; | 
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| 96 |  | 
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| 97 | positiontube_=10000; | 
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| 98 | // Properties concerning PowerUps and items | 
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| 99 |  | 
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| 100 | PowerUpCounter_     = 0; | 
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| 101 | maxPowerUp_         = 2; | 
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| 102 | FireballPower       = 2; | 
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| 103 | //Properties of fireing Fireballs, NOTE! fireballs are fired with the moveUP Key, not with the fire key | 
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| 104 | fireallowed_        = true; | 
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| 105 | firecooldown_       = 0; | 
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| 106 |  | 
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| 107 |  | 
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| 108 | setAngularFactor(0.0); //Means player doesn't turn on collision, so he doesn't fall over while walking over the ground | 
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| 109 | this->enableCollisionCallback(); // Turns on that on every collision function collidesAgainst is executed | 
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| 110 | } | 
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| 111 |  | 
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| 112 |  | 
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| 113 |  | 
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| 114 | bool SOBFigure::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { | 
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| 115 |  | 
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| 116 | //Inform tick fct that player is colliding and tell him how far away the collision point is from player middle point in z dir | 
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| 117 | isColliding_ = true; | 
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| 118 | collDisZ_ = getPosition().z - contactPoint.getPositionWorldOnB().getZ(); | 
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| 119 |  | 
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| 120 |  | 
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| 121 | //Orxocast returns object with casted type if otherObject has that class, and if not a nullptr | 
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| 122 | //SOBTube* test; | 
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| 123 |  | 
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| 124 | SOBMushroom*    mush        = orxonox_cast<SOBMushroom*>    (otherObject); | 
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| 125 | tube                        = orxonox_cast<SOBTube*>        (otherObject); | 
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| 126 | SOBGumba*       gumba       = orxonox_cast<SOBGumba*>       (otherObject); | 
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| 127 | SOBGumbaBoss*   gumbaBoss   = orxonox_cast<SOBGumbaBoss*>   (otherObject); | 
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| 128 | SOBFlagstone*   flagstone   = orxonox_cast<SOBFlagstone*>   (otherObject); | 
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| 129 | SOBCastlestone* castlestone = orxonox_cast<SOBCastlestone*> (otherObject); | 
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| 130 | SOBFireball*    fireball    = orxonox_cast<SOBFireball*>    (otherObject); | 
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| 131 | SOB* SOBGame                = orxonox_cast<SOB*>            (getGametype()); | 
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| 132 |  | 
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| 133 |  | 
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| 134 |  | 
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| 135 | //Check if otherObject is a powerup-mushroom | 
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| 136 | if (mush != nullptr && !(mush->hasCollided_)) { | 
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| 137 | otherObject->destroyLater(); | 
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| 138 |  | 
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| 139 | PowerUpCounter_++; | 
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| 140 | if(PowerUpCounter_ > maxPowerUp_)   PowerUpCounter_ = maxPowerUp_; // you had already the max | 
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| 141 | else                                this->changeClothes(); | 
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| 142 |  | 
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| 143 | SOBGame->addMushroom(); // Tell the gametype to increase points | 
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| 144 | mush->hasCollided_ = true; // needed because of destroyLater takes some time and player should receive points only once | 
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| 145 |  | 
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| 146 |  | 
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| 147 | }else if(tube != nullptr && !(tube->hasCollided_)){ //Check if other Object is a tube and set position wher tube is in positiontube_ | 
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| 148 | tube->hasCollided_=true;positiontube_=getPosition().x;tcol_=true; //tcol_ used for movedown function in SOBfigure.cc | 
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| 149 |  | 
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| 150 |  | 
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| 151 |  | 
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| 152 | }else if (gumba != nullptr && gumbaBoss == nullptr && !(gumba->hasCollided_)) { | 
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| 153 | //Check if otherObject is a Gumba (that walking enemies) | 
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| 154 |  | 
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| 155 | //If player jumps on its head, kill the Gumba, else, kill the player | 
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| 156 | if (getVelocity().z >= -20) { | 
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| 157 | // If player hasn't a power up, he dies. Else he shrinks and the gumba dies. | 
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| 158 | if(PowerUpCounter_ == 0){ | 
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| 159 | this->die(); | 
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| 160 | } | 
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| 161 | else{ | 
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| 162 | PowerUpCounter_--; | 
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| 163 | this->changeClothes(); | 
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| 164 |  | 
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| 165 | gumba->destroyLater(); | 
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| 166 | gumba->hasCollided_ = true; | 
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| 167 | } | 
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| 168 |  | 
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| 169 | } else { | 
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| 170 | gumba->destroyLater(); | 
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| 171 | gumba->hasCollided_ = true; | 
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| 172 | SOBGame->addGumba(); | 
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| 173 |  | 
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| 174 |  | 
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| 175 | } | 
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| 176 | } | 
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| 177 | else if (gumbaBoss != nullptr && !(gumbaBoss->hasCollided_)) { | 
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| 178 | if (getVelocity().z >= -20) { | 
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| 179 | // If player hasn't a power up, he dies. Else he dies directly. | 
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| 180 | this->die(); | 
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| 181 | } | 
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| 182 |  | 
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| 183 | else { | 
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| 184 | gumbaBoss->destroyLater(); | 
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| 185 | gumbaBoss->hasCollided_ = true; | 
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| 186 | SOBGame->addGumbaBoss(); | 
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| 187 | } | 
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| 188 | } | 
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| 189 | else if (fireball != nullptr && !(fireball->hasCollided_)){ | 
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| 190 | if(PowerUpCounter_ == 0){ | 
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| 191 | this->die(); | 
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| 192 | } | 
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| 193 | PowerUpCounter_--; | 
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| 194 | this->changeClothes(); | 
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| 195 | fireball->destroyLater(); | 
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| 196 | } | 
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| 197 |  | 
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| 198 | //Purpose is that if player hits the flag, he should walk into the castle at the end of the level. For that we use SOBCastlestone | 
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| 199 | if (reachedLvlEndState_ == 0 && flagstone != nullptr && !(flagstone->hasCollided_)) { | 
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| 200 | flagstone->hasCollided_ = true; | 
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| 201 | reachedLvlEndState_ = 1; | 
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| 202 |  | 
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| 203 | SOBGame->setDone(true); | 
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| 204 | SOBGame->addPoints(flagstone->getPoints()); | 
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| 205 |  | 
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| 206 |  | 
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| 207 | } | 
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| 208 | if (castlestone != nullptr && !(castlestone->hasCollided_)) { | 
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| 209 | castlestone->hasCollided_ = true; | 
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| 210 | reachedLvlEndState_++; | 
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| 211 |  | 
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| 212 | } | 
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| 213 |  | 
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| 214 | return true; | 
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| 215 | } | 
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| 216 |  | 
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| 217 |  | 
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| 218 | //Self implemented sign function that returns either 1 or -1 (and never 0) | 
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| 219 | int SOBFigure::sgn(float x) { | 
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| 220 | if (x < 0.0) return -1; | 
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| 221 | return 1; | 
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| 222 | } | 
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| 223 | /*bool SOBFigure::tubeAction(){ | 
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| 224 | return true; | 
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| 225 | }*/ | 
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| 226 | //Function to spawn the Fireball | 
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| 227 | void SOBFigure::spawnFireball() { | 
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| 228 | SOBCenterpoint* center_ = ((SOB*)getGametype())->center_; | 
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| 229 |  | 
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| 230 | SOBFireball* ball = new SOBFireball(center_->getContext()); | 
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| 231 | Vector3 spawnpos = this->getWorldPosition(); | 
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| 232 | spawnpos.z += 0; | 
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| 233 |  | 
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| 234 | if (ball != nullptr && center_ != nullptr) | 
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| 235 | { | 
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| 236 | ball->addTemplate("fireball"); | 
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| 237 | bool direction = ((this->getWorldOrientation().getRoll().valueRadians())>-1.6&&(this->getWorldOrientation().getRoll().valueRadians()<1.6)); | 
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| 238 | ball->setDirection(direction); | 
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| 239 | if(direction) | 
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| 240 | { | 
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| 241 | spawnpos.x+=10; | 
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| 242 | } | 
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| 243 | else | 
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| 244 | { | 
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| 245 | spawnpos.x-=10; | 
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| 246 | } | 
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| 247 | ball->setPosition(spawnpos); | 
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| 248 |  | 
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| 249 | } | 
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| 250 | } | 
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| 251 |  | 
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| 252 | //For those of you who don't have an idea: the tick function is called about 50 times/sec | 
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| 253 | void SOBFigure::tick(float dt) | 
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| 254 | { | 
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| 255 | SUPER(SOBFigure, tick, dt); | 
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| 256 |  | 
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| 257 |  | 
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| 258 | bool inputAllowed = true; | 
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| 259 |  | 
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| 260 |  | 
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| 261 | //the particle spawner that generates the fire from the backpack when pressed | 
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| 262 | if (particlespawner_ == NULL) { | 
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| 263 | for (WorldEntity* object : this->getAttachedObjects()) | 
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| 264 | { | 
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| 265 | if (object->isA(Class(ParticleSpawner))) | 
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| 266 | particlespawner_ = object; | 
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| 267 | } | 
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| 268 |  | 
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| 269 | } | 
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| 270 |  | 
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| 271 |  | 
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| 272 |  | 
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| 273 | //Behavior on level end - this is like described above for the movement from the player when hit the flag. He moves then into the castle | 
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| 274 | if (reachedLvlEndState_ != 0) { | 
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| 275 | timeCounter_+= dt; | 
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| 276 | inputAllowed = false; | 
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| 277 | } | 
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| 278 | if (reachedLvlEndState_ == 1 && timeCounter_ >= 1.5) { | 
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| 279 | timeCounter_ = 0; | 
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| 280 | reachedLvlEndState_ = 2; | 
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| 281 | } | 
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| 282 |  | 
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| 283 |  | 
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| 284 | //if input blocked, then cancel every movement operation | 
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| 285 | if (!inputAllowed) { | 
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| 286 | moveUpPressed_      = false; | 
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| 287 | moveDownPressed_    = false; | 
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| 288 | moveLeftPressed_    = false; | 
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| 289 | moveRightPressed_   = false; | 
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| 290 | } | 
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| 291 |  | 
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| 292 | //set the gravityto standard 350 | 
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| 293 | if (firePressed_ == false) { | 
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| 294 | gravityAcceleration_ = 350.0; | 
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| 295 |  | 
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| 296 | } | 
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| 297 |  | 
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| 298 | if (hasLocalController()) | 
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| 299 | { | 
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| 300 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); | 
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| 301 | Vector3 velocity = getVelocity(); | 
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| 302 | Vector3 position = getPosition(); | 
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| 303 |  | 
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| 304 | if (!predead_) | 
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| 305 | velocity.y = 0; | 
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| 306 | //If player falls in a hole | 
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| 307 | if (position.z < -180) { | 
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| 308 | dead_ = true; | 
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| 309 | SOBGame->setDone(true); | 
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| 310 | } | 
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| 311 |  | 
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| 312 |  | 
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| 313 | if (dead_) { | 
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| 314 | velocity.x = 0; | 
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| 315 | velocity.z = 0; | 
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| 316 | setVelocity(velocity); | 
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| 317 |  | 
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| 318 | if (firePressed_) | 
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| 319 | SOBGame->restart(); | 
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| 320 | return; | 
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| 321 | } | 
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| 322 |  | 
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| 323 |  | 
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| 324 | int maxvelocity_x = 100; | 
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| 325 | int speedAddedPerTick = 5; | 
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| 326 | int camMaxOffset = 25; | 
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| 327 |  | 
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| 328 | timeSinceLastFire_ += dt; | 
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| 329 | lastSpeed_z = velocity.z; | 
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| 330 |  | 
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| 331 |  | 
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| 332 |  | 
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| 333 | //Handle the rocket fire from the jetpack | 
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| 334 | if (velocity.z > 40) | 
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| 335 | particlespawner_->setVisible(true); | 
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| 336 | else | 
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| 337 | particlespawner_->setVisible(false); | 
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| 338 |  | 
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| 339 |  | 
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| 340 | //If player hits space and collides against an object under him then jump | 
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| 341 | if (inputAllowed && firePressed_ && isColliding_ && (collDisZ_ >= 0 && collDisZ_ <+ 10)) { | 
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| 342 | gravityAcceleration_ = 350; | 
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| 343 | velocity.z = 175; | 
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| 344 | } | 
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| 345 |  | 
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| 346 |  | 
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| 347 | //Left-right movement with acceleration and rotation | 
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| 348 | float rot = getOrientation().getRoll().valueDegrees(); | 
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| 349 | if (moveRightPressed_) { | 
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| 350 | if (!(rot < 5.0 && -5.0 < rot)) | 
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| 351 | setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() - sgn(rot)*dt*Radian(6)); | 
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| 352 |  | 
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| 353 | if (std::abs(velocity.x) < maxvelocity_x) { | 
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| 354 | velocity.x += speedAddedPerTick; | 
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| 355 |  | 
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| 356 | } | 
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| 357 | } else if (moveLeftPressed_) { | 
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| 358 | if (!(abs(rot) > 175.0 )) | 
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| 359 | setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() + sgn(rot)*dt*Radian(6)); | 
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| 360 |  | 
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| 361 |  | 
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| 362 |  | 
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| 363 | if (std::abs(velocity.x) < maxvelocity_x) { | 
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| 364 | velocity.x -= speedAddedPerTick; | 
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| 365 | } | 
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| 366 | } else { | 
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| 367 | velocity.x /= 1.1; | 
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| 368 | } | 
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| 369 |  | 
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| 370 | //If moveUp pressed, fire a fireball | 
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| 371 | if(moveUpPressed_ && inputAllowed) //if pressed up jump through tube if you are underground | 
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| 372 | { | 
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| 373 | Vector3 position1 = getPosition(); | 
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| 374 |  | 
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| 375 |  | 
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| 376 |  | 
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| 377 |  | 
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| 378 | if(position1.z>=-100 && position1.z<=-40){ | 
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| 379 | position1.z=40; | 
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| 380 | if(460<=position1.x && position1.x<480){setPosition(position1);}  //little hack works without this but first tube must be touched     //position where second tube is | 
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| 381 | if(positiontube_-10<=position1.x && position1.x<positiontube_+10){      //function for jumping through any SOBtube`s | 
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| 382 | setPosition(position1);}} | 
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| 383 |  | 
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| 384 |  | 
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| 385 | if((PowerUpCounter_ >= FireballPower) && fireallowed_){ | 
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| 386 | spawnFireball(); | 
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| 387 |  | 
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| 388 | fireallowed_  = false; | 
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| 389 | firecooldown_ = 0;} | 
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| 390 | } | 
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| 391 |  | 
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| 392 | if(moveDownPressed_ && inputAllowed ){ //if movedownpressed change collisiontype of tube and slip through tube | 
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| 393 |  | 
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| 394 |  | 
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| 395 | Vector3 position1 = getPosition(); | 
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| 396 |  | 
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| 397 |  | 
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| 398 |  | 
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| 399 |  | 
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| 400 | if(tube != nullptr && !(tube->movedown)){ //Check if other Object is a tube | 
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| 401 |  | 
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| 402 | if(positiontube_-10<position1.x && position1.x<positiontube_+10){ | 
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| 403 | tube->movedown=true;} | 
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| 404 | } | 
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| 405 |  | 
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| 406 | } | 
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| 407 |  | 
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| 408 | //Increase the firecooldown | 
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| 409 | if(firecooldown_> 0.5) | 
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| 410 | { | 
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| 411 | fireallowed_ = true; | 
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| 412 | } | 
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| 413 | if(!fireallowed_) | 
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| 414 | { | 
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| 415 | firecooldown_ += dt; | 
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| 416 | } | 
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| 417 |  | 
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| 418 | //Again another EndOfLevel behavior | 
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| 419 | if (reachedLvlEndState_ == 1) | 
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| 420 | velocity.x = -2; | 
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| 421 | if (reachedLvlEndState_ == 2) | 
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| 422 | velocity.x = 30; | 
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| 423 | if (reachedLvlEndState_ == 3) { | 
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| 424 | velocity.x = 0; | 
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| 425 | velocity.y = 20; | 
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| 426 | setOrientation(Vector3::UNIT_Z, Degree(90)); | 
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| 427 | } | 
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| 428 | if (reachedLvlEndState_ == 4) { | 
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| 429 | //Highscore | 
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| 430 | if (Highscore::exists()) | 
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| 431 | { | 
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| 432 | int score = SOBGame->getPoints(); | 
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| 433 | bool isHighScore = Highscore::getInstance().storeScore("Super Orxo Bros.", score, this->getPlayer()); | 
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| 434 | SOBGame->newHighscore = isHighScore; | 
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| 435 | } | 
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| 436 | lvlEnded_ = true; | 
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| 437 | dead_ = true; | 
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| 438 | } | 
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| 439 |  | 
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| 440 | //velocity = acc. * time | 
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| 441 | velocity.z -= gravityAcceleration_*dt; | 
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| 442 | setVelocity(velocity); | 
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| 443 |  | 
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| 444 |  | 
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| 445 | //Camera operation - the camera should always follow the player in a specific region | 
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| 446 | Camera* cam = getCamera(); | 
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| 447 | Vector3 campos = cam->getPosition(); | 
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| 448 |  | 
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| 449 | if (campos.x + camMaxOffset < position.x) { | 
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| 450 | campos.x = position.x - camMaxOffset; | 
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| 451 | cam->setPosition(campos); | 
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| 452 | } | 
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| 453 | if (campos.x - camMaxOffset > position.x) { | 
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| 454 | campos.x = position.x + camMaxOffset; | 
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| 455 | cam->setPosition(campos); | 
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| 456 | } | 
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| 457 |  | 
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| 458 | } | 
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| 459 |  | 
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| 460 | // Reset key variables | 
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| 461 | moveUpPressed_      = false; | 
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| 462 | moveDownPressed_    = false; | 
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| 463 | moveLeftPressed_    = false; | 
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| 464 | moveRightPressed_   = false; | 
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| 465 |  | 
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| 466 |  | 
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| 467 | isColliding_ = false; | 
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| 468 | collDisZ_ = 0; | 
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| 469 |  | 
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| 470 | } | 
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| 471 |  | 
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| 472 |  | 
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| 473 |  | 
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| 474 |  | 
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| 475 |  | 
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| 476 | //The following functions read the input of the player and then set the bools for the movement | 
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| 477 | void SOBFigure::moveFrontBack(const Vector2& value) | 
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| 478 | { | 
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| 479 | if (value.x > 0) | 
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| 480 | { | 
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| 481 | moveUpPressed_ = true; | 
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| 482 | moveDownPressed_ = false; | 
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| 483 | } | 
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| 484 | else | 
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| 485 | { | 
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| 486 | moveUpPressed_ = false; | 
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| 487 | moveDownPressed_ = true; | 
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| 488 | } | 
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| 489 | } | 
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| 490 |  | 
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| 491 | void SOBFigure::moveRightLeft(const Vector2& value) | 
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| 492 | { | 
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| 493 | if (value.x > 0) | 
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| 494 | { | 
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| 495 | moveLeftPressed_ = false; | 
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| 496 | moveRightPressed_ = true; | 
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| 497 | } | 
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| 498 | else | 
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| 499 | { | 
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| 500 | moveLeftPressed_ = true; | 
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| 501 | moveRightPressed_ = false; | 
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| 502 | } | 
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| 503 | } | 
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| 504 |  | 
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| 505 | void SOBFigure::boost(bool boost) | 
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| 506 | { | 
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| 507 | firePressed_ = boost; | 
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| 508 | } | 
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| 509 |  | 
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| 510 |  | 
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| 511 |  | 
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| 512 | // PRE: name is an existing name of a material. Example orxo_material for orxo_material.material in data_extern/materials | 
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| 513 | //      !!! PowerUpCounter_ has to be modified before changing the clothes!!! | 
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| 514 | // POST: clothes of body of player are changed to name | 
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| 515 | void SOBFigure::changeClothes(){ | 
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| 516 | // clothes: white (basic), red (one PowerUp), orange (Fireball enabled) | 
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| 517 | std::string clothes[] = {"orxo_material", "orxo_material_gross", "orxo_material_fire"}; | 
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| 518 |  | 
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| 519 | std::set<WorldEntity*> attachedObjects = this->getAttachedObjects(); | 
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| 520 | std::set<WorldEntity*>::iterator it; | 
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| 521 | for (it = attachedObjects.begin(); it != attachedObjects.end(); ++it) | 
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| 522 | { | 
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| 523 | Model* FiguresModel = orxonox_cast<Model*>(*it); | 
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| 524 | if (FiguresModel != nullptr) | 
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| 525 | { | 
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| 526 | FiguresModel->setSubMaterial(clothes[PowerUpCounter_] , 4); // 4 is the body | 
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| 527 | } | 
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| 528 | } | 
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| 529 | } | 
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| 530 | // PRE: | 
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| 531 | // POST: Player jumps out of the game, game is finished and can be restarted. | 
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| 532 | void SOBFigure::die(){ | 
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| 533 | Vector3 vel = getVelocity(); | 
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| 534 | vel.y = -80; | 
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| 535 | vel.z = 200; | 
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| 536 | setVelocity(vel); | 
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| 537 | predead_= true; | 
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| 538 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); | 
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| 539 | SOBGame->setDone(true); | 
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| 540 | } | 
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| 541 |  | 
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| 542 | } | 
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