| 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 | * Florian Zinggeler |
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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 JumpShip.cc |
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| 31 | @brief Implementation of the JumpShip class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "JumpShip.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 "Jump.h" |
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| 39 | |
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| 40 | namespace orxonox |
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| 41 | { |
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| 42 | RegisterClass(JumpShip); |
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| 43 | |
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| 44 | JumpShip::JumpShip(Context* context) : SpaceShip(context) |
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| 45 | { |
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| 46 | RegisterObject(JumpShip); |
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| 47 | |
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| 48 | //speed = 500; |
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| 49 | //isFireing = false; |
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| 50 | //damping = 10; |
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| 51 | leftPressed = false; |
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| 52 | rightPressed = false; |
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| 53 | upPressed = false; |
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| 54 | downPressed = false; |
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| 55 | yVelocity = 0; |
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| 56 | } |
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| 57 | |
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| 58 | void JumpShip::tick(float dt) |
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| 59 | { |
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| 60 | |
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| 61 | |
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| 62 | Vector3 movement(0,0,0); |
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| 63 | Vector3 shipPosition = getPosition(); |
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| 64 | |
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| 65 | // Berechne Bewegung anhand der Eingabe |
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| 66 | if (leftPressed == true) |
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| 67 | { |
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| 68 | movement -= Vector3(xVelocity, 0, 0); |
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| 69 | leftPressed = false; |
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| 70 | } |
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| 71 | else if (rightPressed == true) |
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| 72 | { |
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| 73 | movement += Vector3(xVelocity, 0, 0); |
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| 74 | rightPressed = false; |
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| 75 | } |
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| 76 | |
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| 77 | if (upPressed == true) |
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| 78 | { |
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| 79 | //movement += Vector3(0, xVelocity, 0); |
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| 80 | yVelocity = ySpeedAfterJump; |
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| 81 | upPressed = false; |
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| 82 | } |
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| 83 | else if (downPressed == true) |
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| 84 | { |
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| 85 | movement -= Vector3(0, 0, 0); |
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| 86 | downPressed = false; |
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| 87 | } |
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| 88 | |
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| 89 | movement += Vector3(0, yVelocity, 0); |
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| 90 | yVelocity -= yAcceleration; |
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| 91 | |
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| 92 | // Skalierung der Bewegung je nach vergangener Zeit |
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| 93 | movement *= dt; |
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| 94 | |
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| 95 | // Verschiebe das Schiff um den berechneten Vektor movement und verhindere Verlassen des Bildschrims |
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| 96 | shipPosition.x = clamp(shipPosition.x + movement.x, -xBoundary, xBoundary); |
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| 97 | shipPosition.y += movement.y; |
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| 98 | |
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| 99 | setPosition(shipPosition); |
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| 100 | |
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| 101 | SUPER(JumpShip, tick, dt); |
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| 102 | } |
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| 103 | /* |
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| 104 | void JumpShip::updateLevel() |
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| 105 | { |
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| 106 | lastTime = 0; |
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| 107 | if (getGame()) |
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| 108 | getGame()->levelUp(); |
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| 109 | }*/ |
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| 110 | |
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| 111 | void JumpShip::moveFrontBack(const Vector2& value) |
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| 112 | { |
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| 113 | if (value.y < 0) |
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| 114 | { |
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| 115 | downPressed = true; |
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| 116 | } |
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| 117 | else if (value.y > 0) |
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| 118 | { |
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| 119 | upPressed = true; |
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| 120 | } |
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| 121 | //lastTimeLeft = 0; |
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| 122 | //desiredVelocity.x = -value.x * speed; |
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| 123 | } |
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| 124 | |
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| 125 | void JumpShip::moveRightLeft(const Vector2& value) |
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| 126 | { |
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| 127 | if (value.x < 0) |
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| 128 | { |
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| 129 | leftPressed = true; |
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| 130 | } |
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| 131 | else if (value.x > 0) |
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| 132 | { |
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| 133 | rightPressed = true; |
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| 134 | } |
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| 135 | //lastTimeFront = 0; |
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| 136 | //desiredVelocity.y = value.y * speed * 42; |
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| 137 | } |
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| 138 | |
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| 139 | /* |
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| 140 | void JumpShip::boost(bool bBoost) |
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| 141 | { |
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| 142 | isFireing = bBoost; |
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| 143 | } |
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| 144 | inline bool JumpShip::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint) |
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| 145 | { |
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| 146 | // orxout() << "touch!!! " << endl; //<< otherObject << " at " << contactPoint; |
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| 147 | WeakPtr<JumpEnemy> enemy = orxonox_cast<JumpEnemy*>(otherObject); |
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| 148 | WeakPtr<Projectile> shot = orxonox_cast<Projectile*>(otherObject); |
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| 149 | // ensure that this gets only called once per enemy. |
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| 150 | if (enemy != NULL && lastEnemy != enemy) |
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| 151 | { |
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| 152 | lastEnemy = enemy; |
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| 153 | |
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| 154 | removeHealth(20); |
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| 155 | if (getGame()) |
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| 156 | { |
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| 157 | getGame()->multiplier = 1; |
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| 158 | } |
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| 159 | } |
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| 160 | // was shot, decrease multiplier |
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| 161 | else if (shot != NULL && lastShot != shot) |
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| 162 | { |
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| 163 | if (getGame() && orxonox_cast<JumpEnemy*>(shot->getShooter()) != NULL) |
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| 164 | { |
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| 165 | if (getGame()->multiplier > 1) |
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| 166 | { |
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| 167 | lastShot = shot; |
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| 168 | getGame()->multiplier -= 1; |
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| 169 | } |
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| 170 | } |
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| 171 | } |
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| 172 | return false; |
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| 173 | // SUPER(JumpShip, collidesAgainst, otherObject, contactPoint); |
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| 174 | } |
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| 175 | |
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| 176 | void JumpShip::death() |
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| 177 | { |
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| 178 | getGame()->costLife(); |
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| 179 | SpaceShip::death(); |
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| 180 | } |
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| 181 | */ |
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| 182 | WeakPtr<Jump> JumpShip::getGame() |
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| 183 | { |
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| 184 | if (game == NULL) |
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| 185 | { |
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| 186 | for (ObjectList<Jump>::iterator it = ObjectList<Jump>::begin(); it != ObjectList<Jump>::end(); ++it) |
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| 187 | { |
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| 188 | game = *it; |
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| 189 | } |
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| 190 | } |
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| 191 | return game; |
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| 192 | } |
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| 193 | |
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| 194 | } |
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