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source: code/branches/pCuts/src/modules/tetris/TetrisBrick.cc @ 9084

Last change on this file since 9084 was 9084, checked in by jo, 12 years ago

Rotating bricks works. Next step: repairing the collision detection.

File size: 7.6 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 *      ...
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file TetrisBrick.cc
31    @brief Implementation of the TetrisBrick class.
32*/
33
34#include "TetrisBrick.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38
39#include "TetrisCenterpoint.h"
40#include "TetrisStone.h"
41#include "Tetris.h"
42
43namespace orxonox
44{
45    CreateFactory(TetrisBrick);
46
47    /**
48    @brief
49        Constructor. Registers and initializes the object.
50    */
51    TetrisBrick::TetrisBrick(BaseObject* creator): ControllableEntity(creator)
52    {
53        RegisterObject(TetrisBrick);
54
55        this->shapeIndex_ = 1; //<! TODO: random number between 0 and 7
56        this->stonesPerBrick_ = 4; //<! most tetris bricks is formed by 4 stones
57        this->delay_ = false;
58        this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisBrick::enableMovement, this)));
59        this->lockRotation_ = false;
60        this->tetris_ = this->getTetris();
61        this->size_ = 10.0f; //TODO: fix this via this->tetris_->center_->getStoneSize();
62        this->rotationCount_ = 0;
63        this->createBrick(); //<! create a whole new Brick;
64    }
65
66    /**
67    @brief
68        This function partly initializes a TetrisBrick as an array of TetrisStones
69    */
70    void TetrisBrick::createBrick(void)
71    { //Index 0 : single stone, 1 : 4 in a row; 2: 4-Block right shifted; 3: 'T' 4: 4-Block left shifted;
72      //Index 5 : 4-Block; 6 : 'L'; 7 : mirrored 'L';
73        orxout()<< "TetrisBrick::createBrick" << endl;
74        if(this->shapeIndex_ == 0)
75            this->stonesPerBrick_ = 1;
76        for (unsigned int i = 0; i < this->stonesPerBrick_; i++)
77        {
78            // Create a new stone and add it to the brick.
79            TetrisStone* stone = new TetrisStone(this);
80            stone->setHealth(1.0f);
81            this->brickStones_.push_back(stone);
82            this->attach(stone);
83            this->formBrick(stone, i);
84            if(this->tetris_ != NULL)
85            {
86                stone->setGame(this->tetris_);
87                if(this->tetris_->getCenterpoint() != NULL)
88                    stone->addTemplate(this->tetris_->getCenterpoint()->getStoneTemplate());
89                else
90                        orxout()<< "tetris_->getCenterpoint == NULL in TetrisBrick.cc"<< endl;
91            }
92            else
93                orxout()<< "tetris_ == NULL in TetrisBrick.cc"<< endl;
94        }
95    }
96
97    /**
98    @brief
99        This function creates the shape of a TetrisBrick. ! Spaghetti-Code !
100    @param i
101        The stone's number.
102    @param stone
103        The TetrisStone that is placed relative to the brick's position.
104    */
105    void TetrisBrick::formBrick(TetrisStone* stone, unsigned int i)
106    {
107        if(i != 0 && this->shapeIndex_ == 0)
108            orxout() << "So it has come to this in TetrisBrick.cc"<< endl;
109        if(i == 0) //setting the first stone as
110        {
111            stone->setPosition(0.0f, 0.0f, 0.0f);
112        }
113        else if(i == 1)
114        {
115            stone->setPosition(0.0f, size_, 0.0f);
116        }
117        else if(i == 2)
118        {
119            if(this->shapeIndex_ == 1 || this->shapeIndex_ == 6 || this->shapeIndex_ == 7)
120            {
121                stone->setPosition(0.0f, 2*size_, 0.0f);
122            }
123            else if(this->shapeIndex_ == 3 || this->shapeIndex_ == 4|| this->shapeIndex_ == 5)
124            {
125                stone->setPosition(size_, 0, 0.0f);
126            }
127            else if(this->shapeIndex_ == 2)
128            {
129                stone->setPosition(-size_, 0, 0.0f);
130            }
131        }
132        else if(i == 3)
133        {
134            if(this->shapeIndex_ == 2 || this->shapeIndex_ == 5)
135            {
136                stone->setPosition(size_, size_, 0.0f);
137            }
138            else if(this->shapeIndex_ == 1)
139            {
140                stone->setPosition(0, 3*size_, 0.0f);
141            }
142            else if(this->shapeIndex_ == 3 || this->shapeIndex_ == 7)
143            {
144                stone->setPosition(-size_, 0, 0.0f);
145            }
146            else if(this->shapeIndex_ == 4)
147            {
148                stone->setPosition(-size_, size_, 0.0f);
149            }
150            else if(this->shapeIndex_ == 6)
151            {
152                stone->setPosition(size_, 0, 0.0f);
153            }
154        }
155    }
156
157    bool TetrisBrick::isValidMove(const Vector3& position, bool isRotation = false)
158    {
159        return this->tetris_->isValidMove(this,position, isRotation);
160    }
161
162    TetrisStone* TetrisBrick::getStone(unsigned int i)
163    {
164        if(i < this->brickStones_.size())
165            return this->brickStones_[i];
166        else return NULL;
167    }
168
169
170    Tetris* TetrisBrick::getTetris()
171    {
172        if (this->getGametype() != NULL && this->getGametype()->isA(Class(Tetris)))
173        {
174            Tetris* tetrisGametype = orxonox_cast<Tetris*>(this->getGametype().get());
175            return tetrisGametype;
176        }
177        return NULL;
178    }
179
180    bool TetrisBrick::contains(TetrisStone* stone)
181    {
182        for(unsigned int i = 0; i < brickStones_.size(); i++)
183        {
184            if(stone == brickStones_[i])
185                return true;
186        }
187        return false;
188    }
189
190    /**
191    @brief
192        Overloaded the function to rotate the Brick.
193    @param value
194        A vector whose first component is the angle by which to rotate.
195    */
196    void TetrisBrick::moveFrontBack(const Vector2& value)
197    {
198        if(value.x < 0) //speedup on key down
199        {
200            this->setVelocity(this->getVelocity()*1.1);
201        }
202        else if(!this->lockRotation_) //rotate when key up is pressed
203        {
204                if(!isValidMove(this->getPosition(), true)) //catch illegal rotations
205                    return;
206            this->lockRotation_ = true; // multiple calls of this function have to be filtered out.
207            this->rotationTimer_.setTimer(0.1f, false, createExecutor(createFunctor(&TetrisBrick::unlockRotation, this)));
208            Quaternion q(Degree(90), Vector3::UNIT_Z);
209            this->setOrientation(this->getOrientation()*q); //rotation: roll 90°
210            this->rotationCount_ = (this->rotationCount_ + 1) % 4;
211        }
212    }
213
214    /**
215    @brief
216        Overloaded the function to steer the Brick right and left
217    @param value
218        A vector whose first component is the direction in which we want to steer the Brick.
219    */
220    void TetrisBrick::moveRightLeft(const Vector2& value)
221    {
222        if(!this->delay_)
223        {
224            const Vector3& position = this->getPosition();
225            Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z);
226            if(!this->isValidMove(newPos))
227                return;
228
229            this->setPosition(newPos);
230            this->delay_ = true;
231            this->delayTimer_.startTimer();
232        }
233    }
234
235    /**
236    @brief
237        Is called when the player changed.
238    */
239    void TetrisBrick::changedPlayer()
240    {
241        this->setVelocity(0.0f, 0.0f, 0.0f);
242    }
243
244}
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