/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Florian Zinggeler * Co-authors: * ... * */ /** @file JumpShip.cc @brief Implementation of the JumpShip class. */ #include "JumpShip.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "Jump.h" namespace orxonox { RegisterClass(JumpShip); JumpShip::JumpShip(Context* context) : SpaceShip(context) { RegisterObject(JumpShip); //speed = 500; //isFireing = false; //damping = 10; leftPressed = false; rightPressed = false; upPressed = false; downPressed = false; yScreenPosition = 0; yVelocity = 0; } void JumpShip::tick(float dt) { Vector3 movement(0,0,0); Vector3 shipPosition = getPosition(); /* //Movement calculation lastTimeFront += dt * damping; lastTimeLeft += dt * damping; lastTime += dt; velocity.x = interpolate(clamp(lastTimeLeft, 0.0f, 1.0f), desiredVelocity.x, 0.0f); velocity.y = interpolate(clamp(lastTimeFront, 0.0f, 1.0f), desiredVelocity.y, 0.0f); //Execute movement if (this->hasLocalController()) { float dist_y = velocity.y * dt; float dist_x = velocity.x * dt; if(dist_y + posforeward > -42*3 && dist_y + posforeward < 42*6) posforeward += dist_y; else { velocity.y = 0; // restart if game ended if (getGame()) if (getGame()->bEndGame) { getGame()->start(); return; } } if (pos.z + dist_x > 42*2.5 || pos.z + dist_x < -42*3) velocity.x = 0; pos += Vector3(1000 + velocity.y, 0, velocity.x) * dt; } // shoot! if (isFireing) ControllableEntity::fire(0); */ // Camera /* // bring back on track! if(pos.y != 0) pos.y = 0; setPosition(pos); setOrientation(Vector3::UNIT_Y, Degree(270)); // Level up! if (pos.x > 42000) { updateLevel(); setPosition(Vector3(0, 0, pos.z)); // pos - Vector3(30000, 0, 0) } */ // Berechne Bewegung anhand der Eingabe if (leftPressed == true) { movement -= Vector3(xVelocity, 0, 0); leftPressed = false; } else if (rightPressed == true) { movement += Vector3(xVelocity, 0, 0); rightPressed = false; } if (upPressed == true) { //movement += Vector3(0, xVelocity, 0); yVelocity = ySpeedAfterJump; upPressed = false; } else if (downPressed == true) { movement -= Vector3(0, 0, 0); downPressed = false; } movement += Vector3(0, yVelocity, 0); yVelocity -= yAcceleration; // Skalierung der Bewegung je nach vergangener Zeit movement *= dt; // Verschiebe das Schiff um den berechneten Vektor movement und verhindere Verlassen des Bildschrims shipPosition.x = clamp(shipPosition.x + movement.x, -xBoundary, xBoundary); shipPosition.y += movement.y; setPosition(shipPosition); // Bildschirmposition kann nur nach oben verschoben werden if (shipPosition.y > yScreenPosition) { yScreenPosition = shipPosition.y; } // Kameraposition nachfuehren if (camera == NULL) { camera = getCamera(); } if (camera != NULL) { camera->setPosition(Vector3(-shipPosition.x, yScreenPosition-shipPosition.y, 100)); //camera->setOrientation(Vector3::UNIT_Z, Degree(180)); } SUPER(JumpShip, tick, dt); } /* void JumpShip::updateLevel() { lastTime = 0; if (getGame()) getGame()->levelUp(); }*/ void JumpShip::moveFrontBack(const Vector2& value) { if (value.y < 0) { downPressed = true; } else if (value.y > 0) { upPressed = true; } //lastTimeLeft = 0; //desiredVelocity.x = -value.x * speed; } void JumpShip::moveRightLeft(const Vector2& value) { if (value.x < 0) { leftPressed = true; } else if (value.x > 0) { rightPressed = true; } //lastTimeFront = 0; //desiredVelocity.y = value.y * speed * 42; } /* void JumpShip::boost(bool bBoost) { isFireing = bBoost; } inline bool JumpShip::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint) { // orxout() << "touch!!! " << endl; //<< otherObject << " at " << contactPoint; WeakPtr enemy = orxonox_cast(otherObject); WeakPtr shot = orxonox_cast(otherObject); // ensure that this gets only called once per enemy. if (enemy != NULL && lastEnemy != enemy) { lastEnemy = enemy; removeHealth(20); if (getGame()) { getGame()->multiplier = 1; } } // was shot, decrease multiplier else if (shot != NULL && lastShot != shot) { if (getGame() && orxonox_cast(shot->getShooter()) != NULL) { if (getGame()->multiplier > 1) { lastShot = shot; getGame()->multiplier -= 1; } } } return false; // SUPER(JumpShip, collidesAgainst, otherObject, contactPoint); } void JumpShip::death() { getGame()->costLife(); SpaceShip::death(); } */ WeakPtr JumpShip::getGame() { if (game == NULL) { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) { game = *it; } } return game; } }