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source: code/branches/Presentation_HS17_merge/src/modules/asteroids2D/Asteroids2D.cc @ 11727

Last change on this file since 11727 was 11727, checked in by landauf, 6 years ago

[Asteroid_HS17] cleanup (mostly includes)

File size: 7.1 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 *      Viviane Yang
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29
30
31/**
32    @file Asteroids2D.cc
33    @brief Implementation of the Asteroids2D class.
34
35    TODO:
36        - Implement a counting system for the score
37        - HUD can be improved (display health, points, level etc.
38        - Problem: The asteroids spawn randomly on the playing field.
39            During spawn or level up, there is the possibility that they pawn at the position of the ship.
40            ->spawn somewhere with a safty distance/radius
41        - look over collisionshapes of the stones ->  sometimes collison with stone is not triggered for bigger stones
42        - modify parameters in data/levels/templates/spaceshipAsteroids2D.oxt for a better playing experience -> mass, damping, rotation etc.
43
44    IDEAS:
45        - make Asteroids more beautiful! (setting, ship, explosion particles, stones)
46        - particle effect after you got hit -> during bImmune is true
47        - implement shield -> object that can be triggered
48        - Projectiles should also move over the boarders and appear on the other side
49            -> they can also hurt the player
50
51*/
52
53#include "Asteroids2D.h"
54#include "Asteroids2DShip.h" // Necessary for getPlayer function. Do NOT include this in Header!
55#include "Asteroids2DStone.h"
56#include "Asteroids2DCenterPoint.h"
57#include "Asteroids2DHUDinfo.h"
58#include "core/CoreIncludes.h"
59#include "Highscore.h"
60#include "gamestates/GSLevel.h"
61
62namespace orxonox
63{
64    RegisterUnloadableClass(Asteroids2D);
65
66    Asteroids2D::Asteroids2D(Context* context) : Deathmatch(context)
67    {
68        RegisterObject(Asteroids2D);
69
70        bEndGame = false;
71        lives = 3; 
72        level = 1;
73        point = 0;
74        bShowLevel = false;
75        multiplier = 1;
76        b_combo = false;
77        firstTick_ = true;
78        this->numberOfBots_ = 0; //sets number of default bots temporarly to 0
79        this->center_ = nullptr;
80        this->setHUDTemplate("Asteroids2DHUD");
81        levelupTimer.setTimer(30.0f, true, createExecutor(createFunctor(&Asteroids2D::levelUp, this))); //level up every 30s
82    }
83
84    void Asteroids2D::setCenterpoint(Asteroids2DCenterPoint* center)
85    {
86        this->center_ = center;
87    }
88
89    void Asteroids2D::levelUp()
90    {
91        level++;
92        if (getPlayer() != nullptr)
93        {
94
95            //Do something that indicates a level up
96            for (int i = 0; i < 7; i++)
97            {
98                WeakPtr<ExplosionPart> chunk5 = new ExplosionPart(this->center_->getContext());
99                chunk5->setPosition(Vector3(600, 0, 100.f * i - 300));
100                chunk5->setVelocity(Vector3(1000, 0, 0));  //player->getVelocity()
101                chunk5->setScale(10);
102                chunk5->setEffect1("Orxonox/explosion2b");
103                chunk5->setEffect2("Orxonox/smoke6");
104                chunk5->Explode();
105
106            }
107        }
108        addPoints(multiplier * 20);
109        multiplier *= 2;
110        toggleShowLevel();
111        showLevelTimer.setTimer(1.0f, false, createExecutor(createFunctor(&Asteroids2D::toggleShowLevel, this)));
112
113
114        //After level up -> spawn stones. Modify for different difficulty level
115        for(int i = 0; i < level*2; i++){
116            spawnStone();
117        }
118
119    }
120
121    void Asteroids2D::tick(float dt)
122    {
123        //Do this only for the first tick, generate 5 stones in the beginning
124        if(this->firstTick_)
125        {
126            getPlayer();
127            for(int i = 0; i < 5; ++i)
128            {
129                spawnStone();
130            }
131            //after first tick, firstTick_ will remain false
132            this->firstTick_ = false;
133        }
134       
135        SUPER(Asteroids2D, tick, dt);
136    }
137
138    void Asteroids2D::spawnStone()
139    {
140
141        //stones are created with a size -> second constructor in Asteroids2DStone class
142        Asteroids2DStone* newStone = new Asteroids2DStone(this->center_->getContext());
143        newStone->setAsteroids2DPlayer(player);
144
145        //look at templates in data/levels/templates/asteroidsAsteroids2D.oxt
146        switch(newStone->getSize()){
147            case 1:
148                newStone->addTemplate("stone1");
149                break;
150            case 2: 
151                newStone->addTemplate("stone2");
152                break;
153            case 3:
154                newStone->addTemplate("stone3");
155                break;
156            default:
157                orxout(internal_error) << "Asteroids2DStone has invalid size and cannot be created" << endl;
158                break;
159
160        }
161    }
162
163    Asteroids2DShip* Asteroids2D::getPlayer()
164    {
165        if (player == nullptr)
166        {
167            for (Asteroids2DShip* ship : ObjectList<Asteroids2DShip>())
168            {
169                player = ship;
170            }
171        }
172        return player;
173    }
174
175    void Asteroids2D::costLife()
176    {
177        --lives;
178        if(lives <= 0){
179            endGameTimer.setTimer(8.0f, false, createExecutor(createFunctor(&Asteroids2D::end, this)));           
180        }
181    };
182   
183    //The first function that will be called
184    void Asteroids2D::start()
185    {
186        //orxout() << "start" << endl;
187
188        // Set variable to temporarily force the player to spawn.
189        this->bForceSpawn_ = false;
190
191        if (this->center_ == nullptr)  // abandon mission!
192        {
193            orxout(internal_error) << "Asteroids2D: No Centerpoint specified." << endl;
194            GSLevel::startMainMenu();
195            return;
196        }
197        // Call start for the parent class.
198        Deathmatch::start();
199    }
200
201    void Asteroids2D::playerPreSpawn(PlayerInfo* player)
202    {
203        if(lives <= 0)
204        {
205            this->end();
206        }
207    }
208
209    //This function will be called from the ship or the stone class (if the stone was hit)
210    void Asteroids2D::addPoints(int numPoints)
211    {
212        if (!bEndGame)
213        {
214            point += numPoints * multiplier;
215            b_combo = true;
216        }
217    }
218
219    void Asteroids2D::end()
220    {
221        // DON'T CALL THIS!
222        //      Deathmatch::end();
223        // It will misteriously crash the game!
224        // Instead startMainMenu, this won't crash.
225        if (Highscore::exists())
226        {
227            int score = this->getPoints();
228            Highscore::getInstance().storeScore("Asteroids2D", score, this->getPlayer()->getPlayer());
229        }
230        GSLevel::startMainMenu();
231    }
232}
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