- Timestamp:
- May 9, 2019, 2:54:22 PM (5 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/3DPacman_FS19/src/modules/pacman/PacmanPink.cc
r12338 r12357 16 16 this->target_x=0; 17 17 this->target_z=15; 18 this->lastPlayerPassedPoint=Vector3(0,0,0); //Vector3(70,10,-135);18 this->lastPlayerPassedPoint=Vector3(0,0,0); 19 19 this->pointInFrontOfPlayer=Vector3(0,0,0); 20 20 … … 34 34 { 35 35 SUPER(PacmanGhost, tick, dt); 36 37 36 this->actuelposition = this->getPosition(); 38 //std::cout<<this->actuelposition<<endl;39 40 37 41 38 for(int u=0; u < 67; u++){//always check if player passed a point … … 45 42 } 46 43 47 this->pointInFrontOfPlayer=frontPosition(); //getPointInFrontOfPacman(lastPlayerPassedPoint, directionV); 48 44 this->pointInFrontOfPlayer=frontPosition(); 49 45 Vector3 pinkPos=Vector3(this->target_x, 10, this->target_z); 50 46 … … 74 70 } 75 71 else if(this->pointInFrontOfPlayer==Vector3(0,0,0)){ 76 std::cout<<"arheeuuuu"<<endl;77 72 78 73 Vector3 pinkPos=Vector3(this->target_x, 10, this->target_z); 79 80 74 setNewTargetGhost(getShortestPath(pinkPos, this->lastPlayerPassedPoint)); 81 82 75 83 76 } … … 86 79 while(lockmove){}; 87 80 lockmove = true; 88 89 //this->pointInFrontOfPlayer=getPointInFrontOfPacman(lastPlayerPassedPoint, directionV);90 91 81 nextMove(pinkPos, pointInFrontOfPlayer, lastPlayerPassedPoint); 92 93 94 82 lockmove=false; 95 96 83 } 97 98 99 100 101 102 84 } 103 85 … … 108 90 Vector3 nextTarget; 109 91 110 /*std::cout<<this->actuelposition<<endl;111 std::cout<<pinkPosP<<endl;112 std::cout<<playerPos<<endl;113 std::cout<<pointToAvoidP11<<endl;114 std::cout<<this->getPlayerPos()<<endl;*/115 std::cout<<playerPos<<endl;116 std::cout<<"kok"<<endl;117 118 92 if(playerPos==pointToAvoidP11){ //SIGSEV if playerPos==pointToAvoidP11 otherwise 119 93 nextTarget = getShortestPath(pinkPosP, playerPos); 120 94 } 121 /*else if(pinkPosP==pointToAvoidP11){ 122 nextTarget=getShortestPath(pinkPosP, playerPos); 123 }*/ 124 else if((playerPos==Vector3(-70,10,-35))/*||(playerPos==Vector3(-20,10,-35))||(playerPos==Vector3(0,10,-35))*/){ 125 //nextTarget=pinkPosP; 95 else if(playerPos==Vector3(-70,10,-35)){ 96 126 97 nextTarget=getShortestPath(pinkPosP, Vector3(-70,10,-35)); 127 std::cout<<"ChaillyVillage"<<endl;98 128 99 } 129 /*else if((playerPos==Vector3(-70,10,-35))&&(pinkPosP==Vector3(-70,10,60))/*||(playerPos==Vector3(-20,10,-35))||(playerPos==Vector3(0,10,-35))){ 130 //nextTarget=pinkPosP; 131 nextTarget=getShortestPath(pinkPosP, Vector3(-70,10,-35)); 132 std::cout<<"ChaillyVillage"<<endl; 133 }*/ 134 else{ 135 //bugs here 136 std::cout<<pinkPosP<<endl; 100 else{ 101 137 102 nextTarget = getShortestPath(pinkPosP, playerPos, pointToAvoidP11); 138 103 } 139 std::cout<<nextTarget<<endl;104 140 105 setNewTargetGhost(nextTarget); 141 106 }
Note: See TracChangeset
for help on using the changeset viewer.