| 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 | * Julien Kindle |
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| 24 | * Co-authors: |
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| 25 | * Noah Zarro |
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| 26 | * Theo von Arx |
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| 27 | * |
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| 28 | * |
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| 29 | */ |
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| 30 | |
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| 31 | /** |
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| 32 | @file SOBFigure.cc |
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| 33 | @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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| 34 | */ |
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| 35 | |
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| 36 | #include "SOBFigure.h" |
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| 37 | |
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| 38 | #include "core/CoreIncludes.h" |
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| 39 | #include "core/XMLPort.h" |
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| 40 | #include "graphics/Model.h" |
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| 41 | #include "graphics/Camera.h" |
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| 42 | #include "graphics/ParticleSpawner.h" |
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| 43 | #include <OgreMath.h> |
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| 44 | |
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| 45 | #include "SOBTube.h" |
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| 46 | #include "SOBMushroom.h" |
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| 47 | #include "SOBGumba.h" |
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| 48 | #include "SOBGumbaBoss.h" |
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| 49 | #include "SOBFireball.h" |
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| 50 | #include "SOB.h" |
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| 51 | #include "SOBFlagstone.h" |
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| 52 | #include "SOBCastlestone.h" |
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| 53 | #include "Highscore.h" |
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| 54 | #include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h> |
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| 55 | |
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| 56 | namespace orxonox |
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| 57 | { |
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| 58 | RegisterClass(SOBFigure); |
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| 59 | |
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| 60 | SOBFigure::SOBFigure(Context* context) : ControllableEntity(context) |
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| 61 | { |
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| 62 | RegisterObject(SOBFigure); |
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| 63 | |
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| 64 | // initialize variables |
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| 65 | gravityAcceleration_ = 350.0; |
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| 66 | |
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| 67 | //Vars for movement of player |
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| 68 | moveUpPressed_ = false; |
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| 69 | moveDownPressed_ = false; |
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| 70 | moveLeftPressed_ = false; |
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| 71 | moveRightPressed_ = false; |
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| 72 | firePressed_ = false; |
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| 73 | collDisZ_ = 0; |
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| 74 | tube = NULL; |
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| 75 | |
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| 76 | //Variables for Action in Tube |
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| 77 | tcol_ = false; |
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| 78 | tubing = false; |
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| 79 | kkk = 0; |
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| 80 | |
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| 81 | //Times and turning |
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| 82 | timeSinceLastFire_ = 0.0; |
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| 83 | lastSpeed_z = 0.0; |
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| 84 | timeCounter_ = 0; |
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| 85 | |
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| 86 | //Properties of player |
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| 87 | |
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| 88 | isColliding_ = true; |
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| 89 | particlespawner_ = NULL; |
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| 90 | |
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| 91 | //Properties of players life |
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| 92 | predead_ = false; |
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| 93 | dead_ = false; |
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| 94 | lvlEnded_ = false; |
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| 95 | reachedLvlEndState_ = 0; |
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| 96 | |
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| 97 | positiontube_=10000; |
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| 98 | // Properties concerning PowerUps and items |
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| 99 | |
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| 100 | PowerUpCounter_ = 0; |
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| 101 | maxPowerUp_ = 2; |
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| 102 | FireballPower = 2; |
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| 103 | //Properties of fireing Fireballs, NOTE! fireballs are fired with the moveUP Key, not with the fire key |
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| 104 | fireallowed_ = true; |
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| 105 | firecooldown_ = 0; |
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| 106 | |
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| 107 | |
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| 108 | setAngularFactor(0.0); //Means player doesn't turn on collision, so he doesn't fall over while walking over the ground |
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| 109 | this->enableCollisionCallback(); // Turns on that on every collision function collidesAgainst is executed |
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| 110 | } |
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| 111 | |
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| 112 | |
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| 113 | |
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| 114 | bool SOBFigure::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { |
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| 115 | |
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| 116 | //Inform tick fct that player is colliding and tell him how far away the collision point is from player middle point in z dir |
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| 117 | isColliding_ = true; |
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| 118 | collDisZ_ = getPosition().z - contactPoint.getPositionWorldOnB().getZ(); |
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| 119 | |
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| 120 | |
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| 121 | //Orxocast returns object with casted type if otherObject has that class, and if not a nullptr |
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| 122 | //SOBTube* test; |
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| 123 | |
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| 124 | SOBMushroom* mush = orxonox_cast<SOBMushroom*> (otherObject); |
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| 125 | tube = orxonox_cast<SOBTube*> (otherObject); |
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| 126 | SOBGumba* gumba = orxonox_cast<SOBGumba*> (otherObject); |
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| 127 | SOBGumbaBoss* gumbaBoss = orxonox_cast<SOBGumbaBoss*> (otherObject); |
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| 128 | SOBFlagstone* flagstone = orxonox_cast<SOBFlagstone*> (otherObject); |
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| 129 | SOBCastlestone* castlestone = orxonox_cast<SOBCastlestone*> (otherObject); |
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| 130 | SOBFireball* fireball = orxonox_cast<SOBFireball*> (otherObject); |
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| 131 | SOB* SOBGame = orxonox_cast<SOB*> (getGametype()); |
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| 132 | |
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| 133 | |
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| 134 | |
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| 135 | //Check if otherObject is a powerup-mushroom |
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| 136 | if (mush != nullptr && !(mush->hasCollided_)) { |
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| 137 | otherObject->destroyLater(); |
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| 138 | |
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| 139 | PowerUpCounter_++; |
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| 140 | if(PowerUpCounter_ > maxPowerUp_) PowerUpCounter_ = maxPowerUp_; // you had already the max |
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| 141 | else this->changeClothes(); |
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| 142 | |
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| 143 | SOBGame->addMushroom(); // Tell the gametype to increase points |
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| 144 | mush->hasCollided_ = true; // needed because of destroyLater takes some time and player should receive points only once |
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| 145 | |
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| 146 | |
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| 147 | }else if(tube != nullptr && !(tube->hasCollided_)){ //Check if other Object is a tube and set position wher tube is in positiontube_ |
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| 148 | tube->hasCollided_=true;positiontube_=getPosition().x;tcol_=true; //tcol_ used for movedown function in SOBfigure.cc |
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| 149 | |
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| 150 | |
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| 151 | |
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| 152 | }else if (gumba != nullptr && gumbaBoss == nullptr && !(gumba->hasCollided_)) { |
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| 153 | //Check if otherObject is a Gumba (that walking enemies) |
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| 154 | |
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| 155 | //If player jumps on its head, kill the Gumba, else, kill the player |
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| 156 | if (getVelocity().z >= -20) { |
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| 157 | // If player hasn't a power up, he dies. Else he shrinks and the gumba dies. |
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| 158 | if(PowerUpCounter_ == 0){ |
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| 159 | this->die(); |
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| 160 | } |
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| 161 | else{ |
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| 162 | PowerUpCounter_--; |
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| 163 | this->changeClothes(); |
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| 164 | |
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| 165 | gumba->destroyLater(); |
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| 166 | gumba->hasCollided_ = true; |
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| 167 | } |
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| 168 | |
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| 169 | } else { |
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| 170 | gumba->destroyLater(); |
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| 171 | gumba->hasCollided_ = true; |
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| 172 | SOBGame->addGumba(); |
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| 173 | |
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| 174 | |
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| 175 | } |
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| 176 | } |
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| 177 | else if (gumbaBoss != nullptr && !(gumbaBoss->hasCollided_)) { |
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| 178 | if (getVelocity().z >= -20) { |
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| 179 | // If player hasn't a power up, he dies. Else he dies directly. |
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| 180 | this->die(); |
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| 181 | } |
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| 182 | |
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| 183 | else { |
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| 184 | gumbaBoss->destroyLater(); |
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| 185 | gumbaBoss->hasCollided_ = true; |
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| 186 | SOBGame->addGumbaBoss(); |
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| 187 | } |
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| 188 | } |
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| 189 | else if (fireball != nullptr && !(fireball->hasCollided_)){ |
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| 190 | if(PowerUpCounter_ == 0){ |
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| 191 | this->die(); |
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| 192 | } |
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| 193 | PowerUpCounter_--; |
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| 194 | this->changeClothes(); |
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| 195 | fireball->destroyLater(); |
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| 196 | } |
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| 197 | |
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| 198 | //Purpose is that if player hits the flag, he should walk into the castle at the end of the level. For that we use SOBCastlestone |
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| 199 | if (reachedLvlEndState_ == 0 && flagstone != nullptr && !(flagstone->hasCollided_)) { |
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| 200 | flagstone->hasCollided_ = true; |
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| 201 | reachedLvlEndState_ = 1; |
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| 202 | |
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| 203 | SOBGame->setDone(true); |
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| 204 | SOBGame->addPoints(flagstone->getPoints()); |
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| 205 | |
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| 206 | |
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| 207 | } |
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| 208 | if (castlestone != nullptr && !(castlestone->hasCollided_)) { |
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| 209 | castlestone->hasCollided_ = true; |
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| 210 | reachedLvlEndState_++; |
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| 211 | |
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| 212 | } |
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| 213 | |
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| 214 | return true; |
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| 215 | } |
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| 216 | |
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| 217 | |
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| 218 | //Self implemented sign function that returns either 1 or -1 (and never 0) |
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| 219 | int SOBFigure::sgn(float x) { |
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| 220 | if (x < 0.0) return -1; |
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| 221 | return 1; |
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| 222 | } |
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| 223 | /*bool SOBFigure::tubeAction(){ |
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| 224 | return true; |
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| 225 | }*/ |
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| 226 | //Function to spawn the Fireball |
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| 227 | void SOBFigure::spawnFireball() { |
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| 228 | SOBCenterpoint* center_ = ((SOB*)getGametype())->center_; |
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| 229 | |
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| 230 | SOBFireball* ball = new SOBFireball(center_->getContext()); |
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| 231 | Vector3 spawnpos = this->getWorldPosition(); |
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| 232 | spawnpos.z += 0; |
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| 233 | |
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| 234 | if (ball != nullptr && center_ != nullptr) |
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| 235 | { |
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| 236 | ball->addTemplate("fireball"); |
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| 237 | bool direction = ((this->getWorldOrientation().getRoll().valueRadians())>-1.6&&(this->getWorldOrientation().getRoll().valueRadians()<1.6)); |
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| 238 | ball->setDirection(direction); |
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| 239 | if(direction) |
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| 240 | { |
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| 241 | spawnpos.x+=10; |
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| 242 | } |
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| 243 | else |
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| 244 | { |
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| 245 | spawnpos.x-=10; |
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| 246 | } |
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| 247 | ball->setPosition(spawnpos); |
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| 248 | |
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| 249 | } |
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| 250 | } |
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| 251 | |
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| 252 | //For those of you who don't have an idea: the tick function is called about 50 times/sec |
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| 253 | void SOBFigure::tick(float dt) |
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| 254 | { |
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| 255 | SUPER(SOBFigure, tick, dt); |
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| 256 | |
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| 257 | |
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| 258 | bool inputAllowed = true; |
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| 259 | |
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| 260 | |
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| 261 | //the particle spawner that generates the fire from the backpack when pressed |
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| 262 | if (particlespawner_ == NULL) { |
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| 263 | for (WorldEntity* object : this->getAttachedObjects()) |
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| 264 | { |
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| 265 | if (object->isA(Class(ParticleSpawner))) |
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| 266 | particlespawner_ = object; |
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| 267 | } |
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| 268 | |
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| 269 | } |
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| 270 | |
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| 271 | |
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| 272 | |
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| 273 | //Behavior on level end - this is like described above for the movement from the player when hit the flag. He moves then into the castle |
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| 274 | if (reachedLvlEndState_ != 0) { |
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| 275 | timeCounter_+= dt; |
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| 276 | inputAllowed = false; |
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| 277 | } |
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| 278 | if (reachedLvlEndState_ == 1 && timeCounter_ >= 1.5) { |
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| 279 | timeCounter_ = 0; |
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| 280 | reachedLvlEndState_ = 2; |
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| 281 | } |
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| 282 | |
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| 283 | |
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| 284 | //if input blocked, then cancel every movement operation |
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| 285 | if (!inputAllowed) { |
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| 286 | moveUpPressed_ = false; |
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| 287 | moveDownPressed_ = false; |
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| 288 | moveLeftPressed_ = false; |
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| 289 | moveRightPressed_ = false; |
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| 290 | } |
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| 291 | |
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| 292 | //set the gravityto standard 350 |
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| 293 | if (firePressed_ == false) { |
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| 294 | gravityAcceleration_ = 350.0; |
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| 295 | |
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| 296 | } |
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| 297 | |
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| 298 | if (hasLocalController()) |
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| 299 | { |
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| 300 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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| 301 | Vector3 velocity = getVelocity(); |
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| 302 | Vector3 position = getPosition(); |
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| 303 | |
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| 304 | if (!predead_) |
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| 305 | velocity.y = 0; |
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| 306 | //If player falls in a hole |
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| 307 | if (position.z < -180) { |
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| 308 | dead_ = true; |
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| 309 | SOBGame->setDone(true); |
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| 310 | } |
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| 311 | |
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| 312 | |
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| 313 | if (dead_) { |
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| 314 | velocity.x = 0; |
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| 315 | velocity.z = 0; |
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| 316 | setVelocity(velocity); |
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| 317 | |
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| 318 | if (firePressed_) |
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| 319 | SOBGame->restart(); |
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| 320 | return; |
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| 321 | } |
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| 322 | |
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| 323 | |
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| 324 | int maxvelocity_x = 100; |
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| 325 | int speedAddedPerTick = 5; |
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| 326 | int camMaxOffset = 25; |
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| 327 | |
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| 328 | timeSinceLastFire_ += dt; |
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| 329 | lastSpeed_z = velocity.z; |
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| 330 | |
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| 331 | |
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| 332 | |
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| 333 | //Handle the rocket fire from the jetpack |
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| 334 | if (velocity.z > 40) |
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| 335 | particlespawner_->setVisible(true); |
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| 336 | else |
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| 337 | particlespawner_->setVisible(false); |
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| 338 | |
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| 339 | |
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| 340 | //If player hits space and collides against an object under him then jump |
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| 341 | if (inputAllowed && firePressed_ && isColliding_ && (collDisZ_ >= 0 && collDisZ_ <+ 10)) { |
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| 342 | gravityAcceleration_ = 350; |
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| 343 | velocity.z = 175; |
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| 344 | } |
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| 345 | |
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| 346 | |
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| 347 | //Left-right movement with acceleration and rotation |
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| 348 | float rot = getOrientation().getRoll().valueDegrees(); |
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| 349 | if (moveRightPressed_) { |
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| 350 | if (!(rot < 5.0 && -5.0 < rot)) |
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| 351 | setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() - sgn(rot)*dt*Radian(6)); |
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| 352 | |
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| 353 | if (std::abs(velocity.x) < maxvelocity_x) { |
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| 354 | velocity.x += speedAddedPerTick; |
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| 355 | |
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| 356 | } |
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| 357 | } else if (moveLeftPressed_) { |
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| 358 | if (!(abs(rot) > 175.0 )) |
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| 359 | setOrientation(Vector3::UNIT_Z, getOrientation().getRoll() + sgn(rot)*dt*Radian(6)); |
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| 360 | |
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| 361 | |
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| 362 | |
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| 363 | if (std::abs(velocity.x) < maxvelocity_x) { |
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| 364 | velocity.x -= speedAddedPerTick; |
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| 365 | } |
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| 366 | } else { |
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| 367 | velocity.x /= 1.1; |
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| 368 | } |
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| 369 | |
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| 370 | //If moveUp pressed, fire a fireball |
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| 371 | if(moveUpPressed_ && inputAllowed) //if pressed up jump through tube if you are underground |
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| 372 | { |
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| 373 | Vector3 position1 = getPosition(); |
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| 374 | |
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| 375 | |
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| 376 | |
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| 377 | |
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| 378 | if(position1.z>=-100 && position1.z<=-40){ |
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| 379 | position1.z=40; |
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| 380 | if(460<=position1.x && position1.x<480){setPosition(position1);} //little hack works without this but first tube must be touched //position where second tube is |
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| 381 | if(positiontube_-10<=position1.x && position1.x<positiontube_+10){ //function for jumping through any SOBtube`s |
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| 382 | setPosition(position1);}} |
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| 383 | |
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| 384 | |
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| 385 | if((PowerUpCounter_ >= FireballPower) && fireallowed_){ |
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| 386 | spawnFireball(); |
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| 387 | |
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| 388 | fireallowed_ = false; |
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| 389 | firecooldown_ = 0;} |
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| 390 | } |
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| 391 | |
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| 392 | if(moveDownPressed_ && inputAllowed ){ //if movedownpressed change collisiontype of tube and slip through tube |
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| 393 | |
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| 394 | |
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| 395 | Vector3 position1 = getPosition(); |
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| 396 | |
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| 397 | |
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| 398 | |
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| 399 | |
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| 400 | if(tube != nullptr && !(tube->movedown)){ //Check if other Object is a tube |
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| 401 | |
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| 402 | if(positiontube_-10<position1.x && position1.x<positiontube_+10){ |
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| 403 | tube->movedown=true;} |
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| 404 | } |
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| 405 | |
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| 406 | } |
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| 407 | |
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| 408 | //Increase the firecooldown |
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| 409 | if(firecooldown_> 0.5) |
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| 410 | { |
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| 411 | fireallowed_ = true; |
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| 412 | } |
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| 413 | if(!fireallowed_) |
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| 414 | { |
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| 415 | firecooldown_ += dt; |
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| 416 | } |
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| 417 | |
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| 418 | //Again another EndOfLevel behavior |
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| 419 | if (reachedLvlEndState_ == 1) |
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| 420 | velocity.x = -2; |
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| 421 | if (reachedLvlEndState_ == 2) |
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| 422 | velocity.x = 30; |
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| 423 | if (reachedLvlEndState_ == 3) { |
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| 424 | velocity.x = 0; |
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| 425 | velocity.y = 20; |
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| 426 | setOrientation(Vector3::UNIT_Z, Degree(90)); |
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| 427 | } |
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| 428 | if (reachedLvlEndState_ == 4) { |
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| 429 | //Highscore |
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| 430 | if (Highscore::exists()) |
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| 431 | { |
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| 432 | int score = SOBGame->getPoints(); |
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| 433 | bool isHighScore = Highscore::getInstance().storeScore("Super Orxo Bros.", score, this->getPlayer()); |
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| 434 | SOBGame->newHighscore = isHighScore; |
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| 435 | } |
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| 436 | lvlEnded_ = true; |
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| 437 | dead_ = true; |
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| 438 | } |
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| 439 | |
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| 440 | //velocity = acc. * time |
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| 441 | velocity.z -= gravityAcceleration_*dt; |
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| 442 | setVelocity(velocity); |
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| 443 | |
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| 444 | |
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| 445 | //Camera operation - the camera should always follow the player in a specific region |
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| 446 | Camera* cam = getCamera(); |
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| 447 | Vector3 campos = cam->getPosition(); |
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| 448 | |
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| 449 | if (campos.x + camMaxOffset < position.x) { |
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| 450 | campos.x = position.x - camMaxOffset; |
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| 451 | cam->setPosition(campos); |
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| 452 | } |
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| 453 | if (campos.x - camMaxOffset > position.x) { |
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| 454 | campos.x = position.x + camMaxOffset; |
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| 455 | cam->setPosition(campos); |
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| 456 | } |
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| 457 | |
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| 458 | } |
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| 459 | |
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| 460 | // Reset key variables |
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| 461 | moveUpPressed_ = false; |
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| 462 | moveDownPressed_ = false; |
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| 463 | moveLeftPressed_ = false; |
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| 464 | moveRightPressed_ = false; |
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| 465 | |
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| 466 | |
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| 467 | isColliding_ = false; |
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| 468 | collDisZ_ = 0; |
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| 469 | |
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| 470 | } |
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| 471 | |
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| 472 | |
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| 473 | |
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| 474 | |
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| 475 | |
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| 476 | //The following functions read the input of the player and then set the bools for the movement |
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| 477 | void SOBFigure::moveFrontBack(const Vector2& value) |
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| 478 | { |
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| 479 | if (value.x > 0) |
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| 480 | { |
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| 481 | moveUpPressed_ = true; |
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| 482 | moveDownPressed_ = false; |
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| 483 | } |
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| 484 | else |
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| 485 | { |
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| 486 | moveUpPressed_ = false; |
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| 487 | moveDownPressed_ = true; |
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| 488 | } |
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| 489 | } |
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| 490 | |
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| 491 | void SOBFigure::moveRightLeft(const Vector2& value) |
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| 492 | { |
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| 493 | if (value.x > 0) |
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| 494 | { |
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| 495 | moveLeftPressed_ = false; |
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| 496 | moveRightPressed_ = true; |
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| 497 | } |
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| 498 | else |
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| 499 | { |
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| 500 | moveLeftPressed_ = true; |
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| 501 | moveRightPressed_ = false; |
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| 502 | } |
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| 503 | } |
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| 504 | |
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| 505 | void SOBFigure::boost(bool boost) |
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| 506 | { |
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| 507 | firePressed_ = boost; |
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| 508 | } |
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| 509 | |
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| 510 | |
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| 511 | |
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| 512 | // PRE: name is an existing name of a material. Example orxo_material for orxo_material.material in data_extern/materials |
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| 513 | // !!! PowerUpCounter_ has to be modified before changing the clothes!!! |
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| 514 | // POST: clothes of body of player are changed to name |
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| 515 | void SOBFigure::changeClothes(){ |
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| 516 | // clothes: white (basic), red (one PowerUp), orange (Fireball enabled) |
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| 517 | std::string clothes[] = {"orxo_material", "orxo_material_gross", "orxo_material_fire"}; |
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| 518 | |
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| 519 | std::set<WorldEntity*> attachedObjects = this->getAttachedObjects(); |
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| 520 | std::set<WorldEntity*>::iterator it; |
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| 521 | for (it = attachedObjects.begin(); it != attachedObjects.end(); ++it) |
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| 522 | { |
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| 523 | Model* FiguresModel = orxonox_cast<Model*>(*it); |
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| 524 | if (FiguresModel != nullptr) |
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| 525 | { |
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| 526 | FiguresModel->setSubMaterial(clothes[PowerUpCounter_] , 4); // 4 is the body |
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| 527 | } |
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| 528 | } |
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| 529 | } |
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| 530 | // PRE: |
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| 531 | // POST: Player jumps out of the game, game is finished and can be restarted. |
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| 532 | void SOBFigure::die(){ |
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| 533 | Vector3 vel = getVelocity(); |
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| 534 | vel.y = -80; |
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| 535 | vel.z = 200; |
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| 536 | setVelocity(vel); |
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| 537 | predead_= true; |
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| 538 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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| 539 | SOBGame->setDone(true); |
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| 540 | } |
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| 541 | |
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| 542 | } |
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