| 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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