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Ignore:
Timestamp:
Feb 18, 2018, 4:02:50 PM (6 years ago)
Author:
landauf
Message:

merged SOBv2_HS17

Location:
code/branches/Presentation_HS17_merge
Files:
2 edited

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  • code/branches/Presentation_HS17_merge

  • code/branches/Presentation_HS17_merge/src/modules/superorxobros/SOBFigure.cc

    r11420 r11766  
    2323 *      Julien Kindle
    2424 *   Co-authors:
     25 *      Noah Zarro
     26 *      Theo von Arx
    2527 *     
    2628 *
     
    3941#include "graphics/Camera.h"
    4042#include "graphics/ParticleSpawner.h"
     43#include <OgreMath.h>
    4144
    4245#include "SOBMushroom.h"
    4346#include "SOBGumba.h"
     47#include "SOBGumbaBoss.h"
     48#include "SOBFireball.h"
    4449#include "SOB.h"
    4550#include "SOBFlagstone.h"
    4651#include "SOBCastlestone.h"
     52#include "SOBFireball.h"
     53#include "Highscore.h"
    4754#include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h>
    4855
     
    5966
    6067        //Vars for movement of player
    61         moveUpPressed_ = false;
    62         moveDownPressed_ = false;
    63         moveLeftPressed_ = false;
    64         moveDownPressed_ = false;
    65         firePressed_ = false;
    66         collDisZ_ = 0;
     68        moveUpPressed_      = false;
     69        moveDownPressed_    = false;
     70        moveLeftPressed_    = false;
     71        moveDownPressed_    = false;
     72        firePressed_        = false;
     73        collDisZ_           = 0;
     74
    6775        //Times and turning
    68         timeSinceLastFire_ = 0.0;
    69         lastSpeed_z = 0.0;
    70         pitch_ = 0.0;
    71         timeCounter_ = 0;
     76        timeSinceLastFire_  = 0.0;
     77        lastSpeed_z         = 0.0;
     78        pitch_              = 0.0;
     79        timeCounter_        = 0;
    7280
    7381        //Properties of player
    74         gotPowerUp_ = false;
    75         isColliding_ = true;
    76         particlespawner_ = NULL;
     82
     83        isColliding_        = true;
     84        particlespawner_    = NULL;
    7785
    7886        //Properties of players life
    79         predead_ = false;
    80         dead_ = false;
    81         lvlEnded_ = false;
     87        predead_            = false;
     88        dead_               = false;
     89        lvlEnded_           = false;
    8290        reachedLvlEndState_ = 0;
     91
     92        // Properties concerning PowerUps and items
     93        PowerUpCounter_     = 0;
     94        maxPowerUp_         = 2;
     95        FireballPower       = 2;
     96        //Properties of fireing Fireballs, NOTE! fireballs are fired with the moveUP Key, not with the fire key
     97        fireallowed_        = true;
     98        firecooldown_       = 0;
    8399
    84100       
     
    97113
    98114        //Orxocast returns object with casted type if otherObject has that class, and if not a nullptr
    99         SOBMushroom* mush = orxonox_cast<SOBMushroom*>(otherObject);
    100         SOBGumba* gumba = orxonox_cast<SOBGumba*>(otherObject);
    101         SOBFlagstone* flagstone = orxonox_cast<SOBFlagstone*>(otherObject);
    102         SOBCastlestone* castlestone = orxonox_cast<SOBCastlestone*>(otherObject);
    103 
    104         //Check if otherObject is a powerup
     115        SOBMushroom*    mush        = orxonox_cast<SOBMushroom*>    (otherObject);
     116        SOBGumba*       gumba       = orxonox_cast<SOBGumba*>       (otherObject);
     117        SOBGumbaBoss*   gumbaBoss   = orxonox_cast<SOBGumbaBoss*>   (otherObject);
     118        SOBFlagstone*   flagstone   = orxonox_cast<SOBFlagstone*>   (otherObject);
     119        SOBCastlestone* castlestone = orxonox_cast<SOBCastlestone*> (otherObject);
     120        SOBFireball*    fireball    = orxonox_cast<SOBFireball*>    (otherObject);
     121        SOB* SOBGame                = orxonox_cast<SOB*>            (getGametype());
     122
     123
     124        //Check if otherObject is a powerup-mushroom
    105125        if (mush != nullptr && !(mush->hasCollided_)) {
    106126            otherObject->destroyLater();
    107             gotPowerUp_ = true;
    108             SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); //Get the Gametype
     127
     128            PowerUpCounter_++;
     129            if(PowerUpCounter_ > maxPowerUp_)   PowerUpCounter_ = maxPowerUp_; // you had already the max
     130            else                                this->changeClothes();
     131
    109132            SOBGame->addMushroom(); // Tell the gametype to increase points
    110133            mush->hasCollided_ = true; // needed because of destroyLater takes some time and player should receive points only once
     134           
     135           
     136        }
     137
     138       
    111139
    112140        //Check if otherObject is a Gumba (that walking enemies)
    113         } else if (gumba != nullptr && !(gumba->hasCollided_)) {
    114 
    115             //If player jumps on its head, kill it, else, kill the player
     141
     142         else if (gumba != nullptr && gumbaBoss == nullptr && !(gumba->hasCollided_)) {
     143
     144            //If player jumps on its head, kill the Gumba, else, kill the player
    116145            if (getVelocity().z >= -20) {
    117               Vector3 vel = getVelocity();
    118               vel.y = -80;
    119               vel.z = 200;
    120               setVelocity(vel);
    121               predead_=true;
    122               SOB* SOBGame = orxonox_cast<SOB*>(getGametype());
    123               SOBGame->setDone(true);
     146                // If player hasn't a power up, he dies. Else he shrinks and the gumba dies.
     147                if(PowerUpCounter_ == 0){
     148                    this->die();
     149                }
     150                else{
     151                    PowerUpCounter_--;
     152                    this->changeClothes();
     153
     154                    gumba->destroyLater();
     155                    gumba->hasCollided_ = true;
     156                }
    124157
    125158          } else {
    126159            gumba->destroyLater();
    127160            gumba->hasCollided_ = true;
    128             SOB* SOBGame = orxonox_cast<SOB*>(getGametype());
    129161            SOBGame->addGumba();
    130162
    131163
    132         }
    133     }
     164            }
     165        }
     166        else if (gumbaBoss != nullptr && !(gumbaBoss->hasCollided_)) {
     167            if (getVelocity().z >= -20) {
     168                // If player hasn't a power up, he dies. Else he dies directly.
     169                this->die();
     170            }
     171
     172            else {
     173                gumbaBoss->destroyLater();
     174                gumbaBoss->hasCollided_ = true;
     175                SOBGame->addGumbaBoss();
     176                }
     177        }
     178        else if (fireball != nullptr && !(fireball->hasCollided_)){
     179            if(PowerUpCounter_ == 0){
     180                    this->die();
     181                }
     182            PowerUpCounter_--;
     183            this->changeClothes();
     184            fireball->destroyLater();
     185        }
    134186
    135187    //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
     
    137189        flagstone->hasCollided_ = true;
    138190        reachedLvlEndState_ = 1;
    139         SOB* SOBGame = orxonox_cast<SOB*>(getGametype());
     191
    140192        SOBGame->setDone(true);
    141193        SOBGame->addPoints(flagstone->getPoints());
     
    159211}
    160212
     213//Function to spawn the Fireball
     214void SOBFigure::spawnFireball() {
     215        SOBCenterpoint* center_ = ((SOB*)getGametype())->center_;
     216
     217         SOBFireball* ball = new SOBFireball(center_->getContext());
     218         Vector3 spawnpos = this->getWorldPosition();
     219         spawnpos.z += 0;
     220
     221        if (ball != nullptr && center_ != nullptr)
     222        {
     223            ball->addTemplate("fireball");
     224            bool direction = ((this->getWorldOrientation().getRoll().valueRadians())>-1.6&&(this->getWorldOrientation().getRoll().valueRadians()<1.6));
     225            ball->setDirection(direction);
     226            if(direction)
     227            {
     228                spawnpos.x+=10;
     229            }
     230            else
     231            {
     232                spawnpos.x-=10;
     233            }
     234            ball->setPosition(spawnpos);
     235
     236        }
     237     }
     238
    161239//For those of you who don't have an idea: the tick function is called about 50 times/sec
    162240void SOBFigure::tick(float dt)
     
    166244
    167245    bool inputAllowed = true;
     246    //SOB* SOBGame = orxonox_cast<SOB*>(getGametype());
    168247
    169248    //the particle spawner that generates the fire from the backpack when pressed
     
    174253            particlespawner_ = object;
    175254        }
    176     }
     255
     256    }
     257   
    177258
    178259
     
    190271    //if input blocked, then cancel every movement operation
    191272    if (!inputAllowed) {
    192         moveUpPressed_ = false;
    193         moveDownPressed_ = false;
    194         moveLeftPressed_ = false;
    195         moveRightPressed_ = false;
     273        moveUpPressed_      = false;
     274        moveDownPressed_    = false;
     275        moveLeftPressed_    = false;
     276        moveRightPressed_   = false;
    196277    }
    197278
     
    204285    if (hasLocalController())
    205286    {
     287        SOB* SOBGame = orxonox_cast<SOB*>(getGametype());
    206288        Vector3 velocity = getVelocity();
    207289        Vector3 position = getPosition();
     
    212294        if (position.z < -100) {
    213295            dead_ = true;
    214             SOB* SOBGame = orxonox_cast<SOB*>(getGametype());
    215296            SOBGame->setDone(true);
    216297        }
     
    221302            velocity.z = 0;
    222303            setVelocity(velocity);
    223             SOB* SOBGame = orxonox_cast<SOB*>(getGametype());
     304           
    224305            if (firePressed_)
    225306                SOBGame->restart();
     
    242323        else
    243324            particlespawner_->setVisible(false);
    244 
     325       
    245326
    246327        //If player hits space and collides against an object under him then jump
    247         if (inputAllowed && firePressed_ && isColliding_ && (collDisZ_ >= 7.75 && collDisZ_ <+ 8.25)) {
    248             gravityAcceleration_ = 100.0;
    249             velocity.z = 110;
     328        if (inputAllowed && firePressed_ && isColliding_ && (collDisZ_ >= 0 && collDisZ_ <+ 10)) {
     329            gravityAcceleration_ = 350;
     330            velocity.z = 175;
    250331        }
    251332
     
    274355        }
    275356
     357        //If moveUp pressed, fire a fireball
     358        if(moveUpPressed_ && (PowerUpCounter_ >= FireballPower) && fireallowed_)
     359        {
     360            spawnFireball();
     361            fireallowed_  = false;
     362            firecooldown_ = 0;
     363        }
     364
     365        //Increase the firecooldown
     366        if(firecooldown_> 0.5)
     367        {
     368            fireallowed_ = true;
     369        }
     370        if(!fireallowed_)
     371        {
     372            firecooldown_ += dt;
     373        }
    276374
    277375        //Again another EndOfLevel behavior
     
    283381            velocity.x = 0;
    284382            velocity.y = 20;
     383            setOrientation(Vector3::UNIT_Z, Degree(90));
    285384        }
    286385        if (reachedLvlEndState_ == 4) {
     386            //Highscore
     387            if (Highscore::exists()){
     388                    int score = SOBGame->getPoints();
     389                    if(score > Highscore::getInstance().getHighestScoreOfGame("Super Orxo Bros."))
     390                        Highscore::getInstance().storeHighscore("Super Orxo Bros.",score);
     391                        SOBGame->newHighscore=1;
     392
     393            }
    287394            lvlEnded_ = true;
    288395            dead_ = true;
     
    307414        }
    308415
    309 
    310 
    311 
    312     }
    313 
    314 
     416    }
    315417
    316418    // Reset key variables
    317     moveUpPressed_ = false;
    318     moveDownPressed_ = false;
    319     moveLeftPressed_ = false;
    320     moveRightPressed_ = false;
     419    moveUpPressed_      = false;
     420    moveDownPressed_    = false;
     421    moveLeftPressed_    = false;
     422    moveRightPressed_   = false;
    321423
    322424    isColliding_ = false;
     
    364466
    365467
    366 }
     468
     469// PRE: name is an existing name of a material. Example orxo_material for orxo_material.material in data_extern/materials
     470//      !!! PowerUpCounter_ has to be modified before changing the clothes!!!
     471// POST: clothes of body of player are changed to name
     472void SOBFigure::changeClothes(){
     473            // clothes: white (basic), red (one PowerUp), orange (Fireball enabled)
     474            std::string clothes[] = {"orxo_material", "orxo_material_gross", "orxo_material_fire"};
     475
     476            std::set<WorldEntity*> attachedObjects = this->getAttachedObjects();
     477            std::set<WorldEntity*>::iterator it;
     478            for (it = attachedObjects.begin(); it != attachedObjects.end(); ++it)
     479            {
     480                Model* FiguresModel = orxonox_cast<Model*>(*it);
     481                if (FiguresModel != nullptr)
     482                {
     483                    FiguresModel->setSubMaterial(clothes[PowerUpCounter_] , 4); // 4 is the body
     484                }
     485            }   
     486}
     487// PRE:
     488// POST: Player jumps out of the game, game is finished and can be restarted.
     489void SOBFigure::die(){
     490    Vector3 vel = getVelocity();
     491    vel.y = -80;
     492    vel.z = 200;
     493    setVelocity(vel);
     494    predead_= true;
     495    SOB* SOBGame = orxonox_cast<SOB*>(getGametype());
     496    SOBGame->setDone(true);
     497}
     498
     499}
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