| 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.h | 
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| 33 | @brief Gametype: | 
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| 34 | - Goal: Survive as long as you can, do not collide with stones | 
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| 35 | - spawns stones in every level up | 
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| 36 | - if you shoot and hit a stone, it will spit into two smaller stones | 
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| 37 | @ingroup Asteroids2D | 
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| 38 | */ | 
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| 39 |  | 
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| 40 | #ifndef _Asteroids2D_H__ | 
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| 41 | #define _Asteroids2D_H__ | 
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| 42 |  | 
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| 43 | #include "asteroids2D/Asteroids2DPrereqs.h" | 
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| 44 |  | 
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| 45 | #include "gametypes/Deathmatch.h" | 
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| 46 | #include "tools/Timer.h" | 
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| 47 |  | 
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| 48 | namespace orxonox | 
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| 49 | { | 
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| 50 |  | 
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| 51 | class _Asteroids2DExport Asteroids2D : public Deathmatch | 
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| 52 | { | 
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| 53 | public: | 
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| 54 | Asteroids2D(Context* context); | 
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| 55 |  | 
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| 56 | virtual void start() override; | 
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| 57 | virtual void end() override; | 
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| 58 |  | 
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| 59 | //updates the game every few ns | 
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| 60 | virtual void tick(float dt) override; | 
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| 61 |  | 
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| 62 | virtual void playerPreSpawn(PlayerInfo* player) override; | 
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| 63 |  | 
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| 64 | void levelUp(); | 
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| 65 |  | 
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| 66 |  | 
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| 67 | //For HUD | 
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| 68 | int getLives(){return this->lives;} | 
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| 69 | int getLevel(){return this->level;} | 
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| 70 | int getPoints(){return this->point;} | 
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| 71 | int getMultiplier(){return this->multiplier;} | 
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| 72 |  | 
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| 73 | //Generate Stones | 
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| 74 | void spawnStone(); | 
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| 75 | void setCenterpoint(Asteroids2DCenterPoint* center); | 
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| 76 |  | 
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| 77 | void addPoints(int numPoints); | 
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| 78 | virtual void addBots(unsigned int amount) override{} //<! overwrite function in order to bypass the addbots command | 
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| 79 |  | 
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| 80 | // checks if multiplier should be reset. | 
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| 81 | void costLife(); | 
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| 82 |  | 
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| 83 | //Returns player (ship) of the game | 
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| 84 | Asteroids2DShip* getPlayer(); | 
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| 85 |  | 
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| 86 | bool bEndGame; | 
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| 87 | bool bShowLevel; | 
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| 88 | int lives; | 
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| 89 | int multiplier; | 
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| 90 |  | 
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| 91 |  | 
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| 92 | private: | 
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| 93 |  | 
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| 94 |  | 
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| 95 |  | 
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| 96 | WeakPtr<PlayerInfo> playerInfo_; | 
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| 97 | void toggleShowLevel(){bShowLevel = !bShowLevel;} | 
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| 98 |  | 
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| 99 | WeakPtr<Asteroids2DCenterPoint> center_; | 
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| 100 | int level; | 
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| 101 | int point; | 
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| 102 | bool b_combo, firstTick_; | 
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| 103 |  | 
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| 104 | Timer comboTimer; | 
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| 105 | Timer showLevelTimer; | 
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| 106 | Timer levelupTimer; | 
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| 107 | Timer endGameTimer; | 
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| 108 |  | 
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| 109 |  | 
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| 110 | }; | 
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| 111 | } | 
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| 112 |  | 
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| 113 | #endif /* _Asteroids2D_H__ */ | 
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