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source: orxonox.OLD/branches/presentation/src/world_entities/space_ships/spacecraft_2d.cc @ 9078

Last change on this file since 9078 was 9078, checked in by bensch, 18 years ago

orxonox/presentaion enter right playmode

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "spacecraft_2d.h"
20
21#include "weapons/weapon_manager.h"
22#include "weapons/test_gun.h"
23#include "weapons/turret.h"
24#include "weapons/cannon.h"
25
26#include "util/loading/factory.h"
27#include "key_mapper.h"
28#include "state.h"
29
30#include "graphics_engine.h"
31#include "dot_emitter.h"
32#include "sprite_particles.h"
33
34#include "debug.h"
35
36CREATE_FACTORY(Spacecraft2D, CL_SPACECRAFT_2D);
37
38/**
39 *  destructs the spacecraft_2d, deletes alocated memory
40 */
41Spacecraft2D::~Spacecraft2D ()
42{
43  this->setPlayer(NULL);
44}
45
46/**
47 * @brief loads a Spacecraft2D information from a specified file.
48 * @param fileName the name of the File to load the spacecraft_2d from (absolute path)
49 */
50Spacecraft2D::Spacecraft2D(const std::string& fileName)
51{
52  this->init();
53  TiXmlDocument doc(fileName);
54
55  if(!doc.LoadFile())
56  {
57    PRINTF(2)("Loading file %s failed for Spacecraft2D.\n", fileName.c_str());
58    return;
59  }
60
61  this->loadParams(doc.RootElement());
62}
63
64/**
65 * @brief creates a new Spaceship from Xml Data
66 * @param root the xml element containing spaceship data
67
68   @todo add more parameters to load
69*/
70Spacecraft2D::Spacecraft2D(const TiXmlElement* root)
71{
72  this->init();
73  if (root != NULL)
74    this->loadParams(root);
75
76  //weapons:
77  Weapon* wpRight = new TestGun(0);
78  wpRight->setName("testGun Right");
79  Weapon* wpLeft = new TestGun(1);
80  wpLeft->setName("testGun Left");
81  //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER));
82
83  //  cannon->setName("BFG");
84
85  this->addWeapon(wpLeft, 1, 0);
86  this->addWeapon(wpRight,1 ,1);
87  //this->addWeapon(cannon, 0, 2);
88
89  this->getWeaponManager().changeWeaponConfig(1);
90  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
91}
92
93
94/**
95 * @brief initializes a Spacecraft2D
96 */
97void Spacecraft2D::init()
98{
99  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
100  this->setClassID(CL_SPACECRAFT_2D, "Spacecraft2D");
101
102  this->setSupportedPlaymodes(Playable::Full3D | Playable::Horizontal );
103
104  bForward = bBackward = bLeft = bRight = false;
105  mouseSensitivity = 0.005;
106
107  this->cameraLook = 0.0f;
108  this->rotation = 0.0f;
109  this->acceleration = 10.0f;
110  this->airFriction = 2.0f;
111
112  this->setHealthMax(100);
113  this->setHealth(100);
114
115  this->travelNode = new PNode();
116  // camera - issue
117  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
118  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
119  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
120  //this->cameraNode.setParent(this);
121
122  // PARTICLES
123  this->burstEmitter = new DotEmitter(200, 5.0, .01);
124  this->burstEmitter->setParent(this);
125  this->burstEmitter->setRelCoor(0, -0.7, 0);
126  this->burstEmitter->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
127  this->burstEmitter->setName("Spacecraft2D_Burst_emitter_Left");
128
129  this->burstSystem = new SpriteParticles(1000);
130  this->burstSystem->addEmitter(this->burstEmitter);
131  this->burstSystem->setName("SpaceShip_Burst_System");
132  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
133  this->burstSystem->setLifeSpan(1.0, .3);
134  this->burstSystem->setRadius(0.0, 1.5);
135  this->burstSystem->setRadius(0.05, 1.8);
136  this->burstSystem->setRadius(.5, .8);
137  this->burstSystem->setRadius(1.0, 0);
138  this->burstSystem->setColor(0.0, .7,.7,1,.5);
139  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
140  this->burstSystem->setColor(0.5, .5,.5,.8,.3);
141  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
142
143
144  //add events to the eventlist of the Playable
145  this->registerEvent(KeyMapper::PEV_FORWARD);
146  this->registerEvent(KeyMapper::PEV_BACKWARD);
147  this->registerEvent(KeyMapper::PEV_LEFT);
148  this->registerEvent(KeyMapper::PEV_RIGHT);
149  this->registerEvent(KeyMapper::PEV_FIRE1);
150  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
151  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
152  this->registerEvent(EV_MOUSE_MOTION);
153
154  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
155
156  // WEAPON_MANAGER configuration
157  this->getWeaponManager().setSlotCount(5);
158
159  this->getWeaponManager().setSlotPosition(0, Vector(-0.28, 1.186, -2.750));
160  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
161
162  this->getWeaponManager().setSlotPosition(1, Vector(-0.28, 1.186, 2.750));
163  this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
164
165  this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003));
166  this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY);
167
168  /// TODO: THESE ARE TOO MUCH
169  this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652));
170  this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
171
172  this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652));
173  this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
174
175  this->cameraNode.setRelCoor(1,5,0);
176  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
177  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
178
179  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
180  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
181  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
182  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
183  //registerVar( new SynchronizeableQuaternion( &direction, &direction, "direction", PERMISSION_OWNER ) );
184  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
185  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
186}
187
188/**
189 * @brief loads the Settings of a Spacecraft2D from an XML-element.
190 * @param root the XML-element to load the Spaceship's properties from
191 */
192void Spacecraft2D::loadParams(const TiXmlElement* root)
193{
194  Playable::loadParams(root);
195}
196
197void Spacecraft2D::setPlayDirection(const Quaternion& rot, float speed)
198{
199  this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
200}
201
202void Spacecraft2D::enter()
203{
204  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
205  this->setPlaymode(this->getPlaymode());
206}
207
208void Spacecraft2D::leave()
209{
210  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
211  this->detachCamera();
212
213}
214
215
216void Spacecraft2D::enterPlaymode(Playable::Playmode playmode)
217{
218  switch(playmode)
219  {
220    case Playable::Full3D:
221      if (State::getCameraNode != NULL)
222      {
223        Vector absCoor = this->getAbsCoor();
224        this->setParent(PNode::getNullParent());
225        this->setAbsCoor(absCoor);
226        State::getCameraNode()->setParentSoft(&this->cameraNode);
227        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
228        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
229      }
230      break;
231
232
233    case Playable::Horizontal:
234      if (State::getCameraNode != NULL)
235      {
236        this->debugNode(1);
237        this->travelNode->debugNode(1);
238
239        this->travelNode->setAbsCoor(this->getAbsCoor());
240        this->travelNode->updateNode(0.01f);
241
242        this->setParent(this->travelNode);
243        this->setRelCoor(0,0,0);
244
245        State::getCameraNode()->setParentSoft(this->travelNode);
246        State::getCameraNode()->setRelCoorSoft(-10, 50,0);
247        State::getCameraTargetNode()->setParentSoft(this->travelNode);
248
249
250        this->debugNode(1);
251        this->travelNode->debugNode(1);
252      }
253      break;
254
255    default:
256      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassName());
257  }
258}
259
260
261
262/**
263 * @brief effect that occurs after the Spacecraft2D is spawned
264*/
265void Spacecraft2D::postSpawn ()
266{
267  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
268}
269
270/**
271 * @brief the action occuring if the spacecraft_2d left the game
272*/
273void Spacecraft2D::leftWorld ()
274{}
275
276/**
277 * @brief this function is called, when two entities collide
278 * @param entity: the world entity with whom it collides
279 *
280 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
281 */
282void Spacecraft2D::collidesWith(WorldEntity* entity, const Vector& location)
283{
284  Playable::collidesWith(entity, location);
285}
286
287
288
289/**
290 * @brief the function called for each passing timeSnap
291 * @param time The timespan passed since last update
292*/
293void Spacecraft2D::tick (float dt)
294{
295  //  this->debugNode(1);
296  Playable::tick(dt);
297
298  // spaceship controlled movement
299  this->movement(dt);
300
301  // TRYING TO FIX PNode.
302  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
303  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
304}
305
306/**
307 * @brief calculate the velocity
308 * @param time the timeslice since the last frame
309*/
310void Spacecraft2D::movement (float dt)
311{
312  Vector accel(0.0, 0.0, 0.0);
313
314  if( this->bForward )
315  {
316    accel += Vector(this->acceleration, 0, 0);
317  }
318
319  if( this->bBackward )
320  {
321    accel -= Vector(this->acceleration, 0, 0);
322  }
323  if( this->bLeft)
324  {
325    accel -= Vector(0, 0, this->acceleration);
326  }
327
328  if( this->bRight)
329  {
330    accel += Vector(0, 0, this->acceleration);
331  }
332
333  switch(this->getPlaymode())
334  {
335    case Playable::Full3D:
336      {
337        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
338
339        // this is the air friction (necessary for a smooth control)
340        Vector damping = (this->velocity * this->airFriction);
341
342
343        this->velocity += (accelerationDir - damping)* dt;
344        this->shiftCoor (this->velocity * dt);
345
346        // limit the maximum rotation speed.
347        if (this->rotation != 0.0f)
348        {
349          float maxRot = 10.0 * dt;
350          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
351          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
352          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
353
354          this->rotation = 0.0f;
355        }
356
357        this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
358      }
359      break;
360
361    case Playable::Horizontal:
362      {
363
364        accel.y = 0.0;
365        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
366        accelerationDir.y = 0.0;
367
368        // this is the air friction (necessary for a smooth control)
369        Vector damping = (this->velocity * this->airFriction);
370
371
372        this->velocity += (accelerationDir - damping)* dt;
373        this->shiftCoor (this->velocity * dt);
374        this->setRelDirSoft(Quaternion(0, Vector(0,0,0)), 1.0f);
375      }
376      break;
377
378    default:
379      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassName());
380  }
381}
382
383
384void Spacecraft2D::draw() const
385{
386  WorldEntity::draw();
387}
388
389/**
390 * @todo switch statement ??
391 */
392void Spacecraft2D::process(const Event &event)
393{
394  Playable::process(event);
395
396  if( event.type == KeyMapper::PEV_LEFT)
397    this->bLeft = event.bPressed;
398  else if( event.type == KeyMapper::PEV_RIGHT)
399    this->bRight = event.bPressed;
400  else if( event.type == KeyMapper::PEV_FORWARD)
401    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
402  else if( event.type == KeyMapper::PEV_BACKWARD)
403    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
404  else if( event.type == EV_MOUSE_MOTION)
405  {
406
407
408
409    if (this->getPlaymode() == Playable::Full3D)
410    {
411      float xMouse, yMouse;
412      xMouse = event.xRel*mouseSensitivity;
413      yMouse = event.yRel*mouseSensitivity;
414
415      // rotate the Player around the y-axis
416      this->rotation += xMouse;
417
418      this->cameraLook += yMouse;
419      // rotate the Camera around the z-axis
420      if (cameraLook > M_PI_4)
421        cameraLook = M_PI_4;
422      else if (cameraLook < -M_PI_4)
423        cameraLook = -M_PI_4;
424      //this->cameraNode.setRelDirSoft(this->direction,10);
425    }
426  }
427}
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