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 | * Fabien Vultier |
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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 | @file SOBFigure.cc |
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31 | @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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32 | */ |
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33 | |
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34 | #include "SOBFigure.h" |
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35 | |
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36 | #include "core/CoreIncludes.h" |
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37 | #include "core/XMLPort.h" |
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38 | #include "graphics/Model.h" |
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39 | #include "graphics/Camera.h" |
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40 | |
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41 | namespace orxonox |
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42 | { |
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43 | RegisterClass(SOBFigure); |
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44 | |
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45 | SOBFigure::SOBFigure(Context* context) : ControllableEntity(context) |
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46 | { |
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47 | RegisterObject(SOBFigure); |
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48 | |
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49 | // initialize variables |
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50 | |
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51 | moveUpPressed_ = false; |
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52 | moveDownPressed_ = false; |
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53 | moveLeftPressed_ = false; |
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54 | moveDownPressed_ = false; |
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55 | firePressed_ = false; |
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56 | timeSinceLastFire_ = 0.0; |
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57 | lastSpeed_z = 0.0; |
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58 | |
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59 | gravityAcceleration_ = 250.0; |
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60 | pitch_ = 0.0; |
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61 | |
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62 | dead_ = false; |
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63 | setAngularFactor(0.0); |
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64 | } |
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65 | |
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66 | void SOBFigure::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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67 | { |
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68 | SUPER(SOBFigure, XMLPort, xmlelement, mode); |
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69 | |
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70 | } |
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71 | |
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72 | void SOBFigure::tick(float dt) |
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73 | { |
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74 | SUPER(SOBFigure, tick, dt); |
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75 | |
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76 | if (hasLocalController()) |
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77 | { |
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78 | Vector3 velocity = getVelocity(); |
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79 | Vector3 position = getPosition(); |
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80 | |
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81 | if (dead_) { |
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82 | velocity.x = 0; |
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83 | velocity.z = 0; |
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84 | setVelocity(velocity); |
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85 | return; |
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86 | } |
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87 | |
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88 | |
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89 | int maxvelocity_x = 100; |
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90 | int speedAddedPerTick = 5; |
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91 | int camMaxOffset = 25; |
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92 | |
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93 | timeSinceLastFire_ += dt; |
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94 | lastSpeed_z = velocity.z; |
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95 | |
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96 | |
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97 | |
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98 | //If player hits space and does not move in z-dir |
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99 | if (firePressed_ && std::abs(velocity.z) < 0.07 && std::abs(lastSpeed_z) < 0.07) { |
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100 | velocity.z = 150; |
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101 | } |
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102 | |
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103 | // rotate(1,getOrientation()* WorldEntity::FRONT) |
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104 | |
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105 | //Left-right movement with acceleration |
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106 | if (moveRightPressed_) { |
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107 | if (std::abs(velocity.x) < maxvelocity_x) { |
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108 | velocity.x += speedAddedPerTick; |
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109 | // if (pitch_ > 0.0) { |
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110 | // pitch -= turn_fac*dt); |
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111 | // } |
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112 | } |
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113 | } else if (moveLeftPressed_) { |
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114 | if (std::abs(velocity.x) < maxvelocity_x) { |
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115 | velocity.x -= speedAddedPerTick; |
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116 | } |
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117 | } else { |
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118 | velocity.x /= 1.1; |
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119 | } |
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120 | |
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121 | |
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122 | velocity.z -= gravityAcceleration_*dt; |
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123 | setVelocity(velocity); |
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124 | |
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125 | |
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126 | //Camera operation |
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127 | Camera* cam = getCamera(); |
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128 | Vector3 campos = cam->getPosition(); |
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129 | |
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130 | if (campos.x + camMaxOffset < position.x) { |
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131 | campos.x = position.x - camMaxOffset; |
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132 | cam->setPosition(campos); |
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133 | } |
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134 | if (campos.x - camMaxOffset > position.x) { |
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135 | campos.x = position.x + camMaxOffset; |
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136 | cam->setPosition(campos); |
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137 | } |
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138 | |
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139 | |
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140 | |
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141 | |
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142 | } |
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143 | |
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144 | // Move through the left and right screen boundaries |
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145 | |
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146 | //setPosition(position); |
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147 | |
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148 | // Reset key variables |
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149 | moveUpPressed_ = false; |
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150 | moveDownPressed_ = false; |
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151 | moveLeftPressed_ = false; |
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152 | moveRightPressed_ = false; |
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153 | moveDownPressed_ = false; |
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154 | firePressed_ = false; |
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155 | |
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156 | } |
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157 | |
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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 | |
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163 | void SOBFigure::moveFrontBack(const Vector2& value) |
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164 | { |
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165 | if (value.x > 0) |
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166 | { |
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167 | moveUpPressed_ = true; |
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168 | moveDownPressed_ = false; |
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169 | } |
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170 | else |
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171 | { |
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172 | moveUpPressed_ = false; |
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173 | moveDownPressed_ = true; |
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174 | } |
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175 | } |
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176 | |
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177 | void SOBFigure::moveRightLeft(const Vector2& value) |
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178 | { |
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179 | if (value.x > 0) |
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180 | { |
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181 | moveLeftPressed_ = false; |
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182 | moveRightPressed_ = true; |
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183 | } |
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184 | else |
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185 | { |
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186 | moveLeftPressed_ = true; |
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187 | moveRightPressed_ = false; |
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188 | } |
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189 | } |
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190 | |
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191 | |
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192 | |
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193 | |
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194 | |
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195 | void SOBFigure::boost(bool boost) |
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196 | { |
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197 | firePressed_ = true; |
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198 | } |
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199 | } |
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