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source: code/branches/WorldMap_HS18/src/orxonox/controllers/StoryModeController.cc @ 12151

Last change on this file since 12151 was 12151, checked in by linggj, 5 years ago

it works

File size: 4.6 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 *      Joel Lingg
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "StoryModeController.h"
30
31namespace orxonox {
32  RegisterClass(StoryModeController);
33
34  StoryModeController::StoryModeController(Context * context): SpaceShip(context) {
35
36    RegisterObject(StoryModeController);
37
38    //initiate all variables according to our needs
39    selectedPos_ = new SMCoord(0);
40    moveForward_ = false;
41    moveBackward_ = false;
42    boostPressed_ = false;
43    init_ = true;
44    dtime_ = 50;
45    time_ = dtime_ + 1;
46    updatePosition();
47
48  }
49  StoryModeController::~StoryModeController() {
50    delete selectedPos_;
51    selectedPos_ = nullptr;
52
53  }
54
55  //Pre:selectedPos_ needs to be defined
56  // Post: the position of the camera will be updated
57  void StoryModeController::updatePosition() {
58    Vector3 pos = selectedPos_ -> get3dcoordinate();
59    setPosition(pos);
60  }
61
62  //Pre: @index integer
63  //post: our new position is updated in selectedPos_
64  void StoryModeController::setLocation(int index) {
65    selectedPos_ -> set(index);
66  }
67
68  //Function which is repeated anz dt.
69  void StoryModeController::tick(float dt) {
70    //Passing arguments to SpaceShip
71    SUPER(StoryModeController, tick, dt);
72
73    Camera * camera = this -> getCamera();
74
75    if (init_ && camera != nullptr) {
76      camera -> setPosition(0, 0, 200);
77      camera -> setOrientation(Vector3::UNIT_Z, Degree(0));
78      init_ = false;
79    }
80
81    //As I dont want to update positions every time (to prevent multiple key presses) time_ is raised untill a sertain dtime_
82    time_++;
83    if (time_ >= dtime_) {
84
85      time_ = 0;
86
87      if (moveForward_ == true) {
88        moveForward_ = false;
89        selectedPos_ -> set(selectedPos_ -> getIndex() + 1);
90        updatePosition();
91      }
92
93      if (moveBackward_ == true) {
94        moveBackward_ = false;
95        selectedPos_ -> set(selectedPos_ -> getIndex() - 1);
96        updatePosition();
97      }
98
99      if (boostPressed_ == true) {
100        boostPressed_ = false;
101        chooseGame();
102      }
103
104      //updates the cameraposition
105      if (camera != nullptr) {
106
107        camera -> setPosition(0, 0, 200);
108        camera -> setOrientation(Vector3::UNIT_Z, Degree(0));
109
110      }
111    }
112
113  }
114
115  //Post: The game is choosen acording to the index in selectedPos_. This one must be extended if more games want to be loaded
116  void StoryModeController::chooseGame() {
117    int ind = selectedPos_ -> getIndex();
118    std::string name = "changeGame ";
119    switch (ind) {
120    case 0:
121      name = name + "gallery.oxw";
122      break;
123    case 1:
124      name = name + "pong.oxw";
125      break;
126    case 2:
127      name = name + "towerDefense.oxw";
128      break;
129    case 3:
130      name = name + "SOB.oxw";
131      break;
132
133    default:
134      name = name + "MapExample.oxw";
135      break;
136    }
137    CommandExecutor::execute(name);
138
139  }
140
141  //decides if we move left or right
142  void StoryModeController::moveRightLeft(const Vector2 & value) {
143    if (!moveForward_ && !moveBackward_ && !boostPressed_) {
144      if (value.x > 0) {
145        moveForward_ = false;
146        moveBackward_ = true;
147      } else {
148        moveBackward_ = false;
149        moveForward_ = true;
150      }
151    }
152
153  }
154
155  //decides to choose the game
156  void StoryModeController::boost(bool bBoost) {
157    if (!moveForward_ && !moveBackward_ && !boostPressed_) {
158      boostPressed_ = true;
159    }
160  }
161
162  //Some functions I didn't use, but can be used to enhance your map. Just orientate at the function above
163  void StoryModeController::rotateYaw(const Vector2 & value) {}
164  void StoryModeController::rotatePitch(const Vector2 & value) {}
165  void StoryModeController::rotateRoll(const Vector2 & value) {}
166  void StoryModeController::moveFrontBack(const Vector2 & value) {}
167  void StoryModeController::fire(unsigned int a) {}
168  void StoryModeController::fired(unsigned int b) {}
169
170}
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