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source: orxonox.OLD/orxonox/trunk/src/player.cc @ 2811

Last change on this file since 2811 was 2811, checked in by bensch, 20 years ago

orxonox/trunk: merged the ObjectImporter to trunk: merged with
svn merge branches/importer/src/ trunk/src/ -r 2794:HEAD

File size: 3.6 KB
Line 
1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer: Christian Meyer
16*/
17
18#include "player.h"
19#include "stdincl.h"
20#include "collision.h"
21
22using namespace std;
23
24
25Player::Player(bool isFree) : WorldEntity(isFree)
26{
27
28  obj = new Object ("reaphigh.obj");
29  /*
30  objectList = glGenLists(1);
31  glNewList (objectList, GL_COMPILE);
32
33  glBegin(GL_TRIANGLES);
34  glColor3f(1,1,1);
35  glVertex3f(0,0,0.5);
36  glVertex3f(-0.5,0,-1);
37  glVertex3f(0.5,0,-1);
38
39  glVertex3f(0,0,0.5);
40  glVertex3f(0,0.5,-1);
41  glVertex3f(0,-0.5,-1);
42  glEnd();
43   
44  glBegin(GL_QUADS);
45  glColor3f(0,0,1);
46  glVertex3f(0.5,0.5,-1);
47  glVertex3f(0.5,-0.5,-1);
48  glVertex3f(-0.5,-0.5,-1);
49  glVertex3f(-0.5,0.5,-1);
50  glEnd();
51 
52  glEndList ();
53  */
54}
55
56Player::~Player () 
57
58{
59}
60
61void Player::post_spawn ()
62{
63        travel_speed = 15.0;
64        velocity = Vector();
65        bUp = bDown = bLeft = bRight = bAscend = bDescend = false;
66        bFire = false;
67        acceleration = 10.0;
68        set_collision (new CollisionCluster (1.0, Vector(0,0,0)));
69}
70
71void Player::tick (float time)
72{
73        // movement
74        move (time);
75}
76
77void Player::hit (WorldEntity* weapon, Vector loc)
78{
79}
80
81void Player::destroy ()
82{
83}
84
85void Player::collide (WorldEntity* other,  Uint32 ownhitflags, Uint32 otherhitflags)
86{
87}
88
89void Player::command (Command* cmd)
90{
91  //printf("Player|recieved command [%s]\n", cmd->cmd);
92  if( !strcmp( cmd->cmd, "up")) bUp = !cmd->bUp;
93  else if( !strcmp( cmd->cmd, "down")) bDown = !cmd->bUp;
94  else if( !strcmp( cmd->cmd, "left")) bLeft = !cmd->bUp;
95  else if( !strcmp( cmd->cmd, "right")) bRight = !cmd->bUp;
96  else if( !strcmp( cmd->cmd, "fire")) bFire = !cmd->bUp;
97}
98
99void Player::draw ()
100{ 
101  glMatrixMode(GL_MODELVIEW);
102  glLoadIdentity();
103  float matrix[4][4];
104 
105  glTranslatef(get_placement()->r.x,get_placement()->r.y,get_placement()->r.z);
106  get_placement()->w.matrix (matrix);
107  glMultMatrixf ((float*)matrix);
108 
109  glMatrixMode (GL_MODELVIEW);
110  glRotatef (-90, 0,1,0);
111  obj->draw();
112  //  glCallList (objectList);
113
114 
115  //printf("Player@%f/%f/%f\n", get_placement()->r.x, get_placement()->r.y, get_placement()->r.z);
116}
117
118void Player::get_lookat (Location* locbuf)
119{
120        *locbuf = *get_location();
121        //locbuf->dist += 5.0;
122}
123
124void Player::left_world ()
125{
126}
127
128void Player::move (float time)
129{
130  Vector accel(0.0, 0.0, 0.0);
131  /* FIXME: calculating the direction and orthDirection every time_slice is redundant! save it somewhere */
132  Placement *pos = get_placement();
133  /* calculate the direction in which the craft is heading  */
134  Vector direction(0.0, 0.0, 1.0);
135  direction = pos->w.apply(direction);
136  Vector orthDirection(0.0, 0.0, 1.0);
137  orthDirection = orthDirection.cross(direction);
138
139  if( bUp) { accel = accel+(direction*acceleration); }
140  if( bDown) { accel = accel-(direction*acceleration); }
141  if( bLeft ) { accel = accel + (orthDirection*acceleration); }
142  if( bRight ) { accel = accel - (orthDirection*acceleration); }
143  if( bAscend ) { /* not yet implemented but just: (0,0,1)*acceleration */}
144  if( bDescend) {/* FIXME */}
145
146  Location* l = get_location();
147 
148  // r(t) = r(0) + v(0)*t + 1/2*a*t^2
149  // r = position
150  // v = velocity
151  // a = acceleration
152
153  /* this the base-speed of the player: determines how fast and how the player follows the track*/
154  l->dist = l->dist + travel_speed * time;
155
156  /* this updates the player position on the track - user interaction */
157  l->pos = l->pos + accel*time;
158}
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