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