Beispiel #1
0
//-----------------------------------------------------------------------------------
void World::makeBullets()
{
  float _rotation = getPlayerRotation();
  Vec4 position = getPlayerPosition();
  Vec4 offset = getPlayerPosition();
  Vec4 colour = Vec4(1.0f, 1.0f, 1.0f);
  Vec4 size = Vec4(0.2f, 0.2f, 0.2f);
  Vec4 destination( (0.1*sin((PI *_rotation)/180)),
                    0,
                   (0.1*cos((PI *_rotation)/180)) );

  Bullet* tmp = new Bullet(position, offset, colour, size, destination);
             //Vec4(position.m_x - 0.1, position.m_y - 0.1, position.m_z - 0.1),
             //Vec4(position.m_x + 0.1,position.m_y + 0.1,position.m_z + 0.1));

  m_bodies.push_back(tmp);
}
Beispiel #2
0
void Model::drawMiniMap() {

	unsigned int IMAGE_SIZE = gamerImg.GetWidth();
	double h = 50; 				//app->GetHeight()/2-FIELD_SIZE*IMAGE_SIZE/2;
   double w = 50;					//app->GetWidth()/2-FIELD_SIZE*IMAGE_SIZE/3*2;
	
	pair<int,int> pos = getPlayerPosition();
	int i_now = pos.first/FIELD_SIZE*FIELD_SIZE;
	int j_now = pos.second/FIELD_SIZE*FIELD_SIZE;
	int max_value_j = j_now+FIELD_SIZE;
		
	int cells_count = MAP_SIZE/FIELD_SIZE + static_cast<bool> (MAP_SIZE%FIELD_SIZE);
		
	int mini_map_w = w+(max_value_j-j_now)*IMAGE_SIZE+10,
		 mini_map_h = h-2;
		 
	int mutable_w = mini_map_w,
		 mutable_h = mini_map_h;
		 
	if (cells_count>1) {	 
	
		sf::String miniText("Mini Map:",sf::Font::GetDefaultFont(),FONT_SIZE/2);
		miniText.SetPosition(mini_map_w,mini_map_h-miniText.GetRect().GetHeight());
		app->Draw(miniText);
			 
		for (int i=0;i<cells_count;++i) {
			mutable_w = mini_map_w;
			for (int j=0;j<cells_count;++j) {
			
				if (i_now/FIELD_SIZE == i && j_now/FIELD_SIZE == j) {
					miniMapPlayerSpr.SetPosition(mutable_w,mutable_h);
					app->Draw(miniMapPlayerSpr);	
				}
				else {
					miniMapSpr.SetPosition(mutable_w,mutable_h);
					app->Draw(miniMapSpr);	
				}
				mutable_w += miniMapImg.GetWidth();				
			}		
			mutable_h += miniMapImg.GetHeight();
		}
		
		sf::String finishText("<-Finish!",sf::Font::GetDefaultFont(),FONT_SIZE/3);
		finishText.SetPosition(mutable_w+4,mutable_h-miniMapImg.GetHeight());
		app->Draw(finishText);
	}
	drawLogStrings(mini_map_w,mutable_h);
}
void PlayerImplStandalone::update( float deltaTime )
{
    // first update the physics entity
    getPlayerPhysics()->updateEntity( deltaTime );

    // update player's actual position and rotation once per frame
    getPlayerEntity()->setPosition( _currentPos ); 
    getPlayerEntity()->setRotation( _currentRot ); 

    // adjust the camera to updated position and rotation. the physics updates the translation of player.
    if ( _p_camera )
        _p_camera->setCameraTransformation( getPlayerPosition(), getPlayerRotation() );

    getChatManager()->update( deltaTime );

    // update sound
    getPlayerSound()->updatePosition( _currentPos );
}
Beispiel #4
0
POINTS Board::makeMove(Players playerName, const Move& move)
{
	Coordinate first = move.getPosition(PHASE_FIRST);
	Coordinate second = move.getPosition(PHASE_SECOND);
	Coordinate begPos = getPlayerPosition(playerName);
	FieldType playerField = F_PLAYER_A;
	FieldType opponentField = F_PLAYER_B;
	if(playerName == PLAYER_B) {
		 playerField = F_PLAYER_B;
		 opponentField = F_PLAYER_A;
	}
	Coordinate halfwayPoint;

	if(std::abs(second.col-first.col) + std::abs(second.row-first.row) > 1){ 
		//second phase move is longer than first phase move
		halfwayPoint.col = (first.col+second.col)>>1;
		halfwayPoint.row = (first.row+second.row)>>1;
	} 
Beispiel #5
0
void SpecialZone::onCheckpoint(const int slot_id) {
	if (PlayerManager->is_client())
		return; //no checkpoints on client

	GameType game_type = RTConfig->game_type;
	
	PlayerSlot &slot = PlayerManager->get_slot(slot_id);
	slot.need_sync = true;
	
	if (game_type == GameTypeRacing) {
		const SpecialZone &zone = PlayerManager->get_next_checkpoint(slot);
		if (zone.name != name) {
			LOG_DEBUG(("wrong checkpoint, next checkpoint: %s", zone.name.c_str()));
			GameMonitor->displayMessage("messages", "wrong-checkpoint", 3, false);
			return;
		}
		PlayerManager->fix_checkpoints(slot, zone); //remove all wrong checkpoints from list
	}
	slot.position = getPlayerPosition(slot_id);
					
	//v3<int> spawn_pos(_zones[c].position + checkpoint_size.convert2v3(0) / 2);
	//slot.position = spawn_pos;
	if (final()) {
		GameMonitor->game_over("messages", "mission-accomplished", 5, true);
		return;
	}
	
	if (slot.visible) {
		if (game_type != GameTypeRacing)
			GameMonitor->displayMessage("messages", "checkpoint-reached", 3, false);
	} else {
		if (slot.remote != -1 && PlayerManager->is_server() ) {
			Message m(Message::TextMessage);
			m.channel = slot_id;
			m.set("hint", "0");
			m.set("area", "messages");
			m.set("message", "checkpoint-reached");
			m.set("duration", "3");
			PlayerManager->send(slot, m);
		}
	}
}
void PlayerImplClient::update( float deltaTime )
{
    // first update the physics entity
    getPlayerPhysics()->updateEntity( deltaTime );

    if ( !_isRemoteClient )
    {
        // update player's actual position and rotation once per frame
        getPlayerEntity()->setPosition( _currentPos );
        getPlayerEntity()->setRotation( _currentRot );

        getPlayerNetworking()->updatePosition( _currentPos._v[ 0 ], _currentPos._v[ 1 ], _currentPos._v[ 2 ] );
        getPlayerNetworking()->updateRotation( _rotZ + osg::PI );
        getPlayerNetworking()->updateAnimationFlags( getPlayerAnimation()->getAnimationFlags() );

        // adjust the camera to updated position and rotation. the physics updates the translation of player.
        _p_camera->setCameraTranslation( getPlayerPosition(), getPlayerRotation() );
        // update chat gui
        getChatManager()->update( deltaTime );
    }
    else
    {
        // update remote client's rotation and position
        osg::Vec3f lastpos = _currentPos;
        float      lastrot = _rotZ;
        osg::Vec3f clientpos;

        getPlayerNetworking()->getPosition( clientpos._v[ 0 ], clientpos._v[ 1 ], clientpos._v[ 2 ] );
        getPlayerNetworking()->getRotation( _rotZ );
        _currentRot.makeRotate( -_rotZ + osg::PI, osg::Vec3f( 0.0f, 0.0f, 1.0f ) );
        getPlayerEntity()->setRotation( _currentRot );
        getPlayerEntity()->setPosition( _currentPos );

        // calculate the current velocity
        osg::Vec3f vel( clientpos - lastpos );
        // do we need a hard position correction?
        if ( vel.length2() > NW_POS_CORRECTION_THRESHOLD )
        {
            osg::Matrix mat;
            mat.makeRotate( _currentRot );
            //mat.setTrans( lastpos + vel * deltaTime );
            mat.setTrans( clientpos );
            getPlayerPhysics()->setTransformation( mat );
            getPlayerPhysics()->setDirection( 0.0f, 0.0f );
        }
        else
        {
            vel._v[ 2 ] = 0.0f;
            // limit velocity
            if ( vel.length2() > 1.0f )
                vel.normalize();

            getPlayerPhysics()->setDirection( vel.x(), vel.y() );
        }

        // set animation depending on position and rotation changes
        if ( ( ( clientpos.z() - lastpos.z() ) > NW_JUMP_THRESHOLD ) && !getPlayerPhysics()->isJumping() )
        {
            getPlayerPhysics()->jump();
            getPlayerAnimation()->setAnimation( EnPlayerAnimation::eIdle );
            getPlayerAnimation()->setAnimation( EnPlayerAnimation::eJump );
        }
        else if ( vel.length2() > NW_WALK_THRESHOLD )
        {
            getPlayerAnimation()->setAnimation( EnPlayerAnimation::eWalk );
        } 
        else
        {
            getPlayerAnimation()->setAnimation( EnPlayerAnimation::eIdle );
        }
        
        if ( fabs( lastrot - _rotZ ) > NW_ROT_THRESHOLD )
            getPlayerAnimation()->setAnimation( EnPlayerAnimation::eTurn );
    }

    // update sound
    getPlayerSound()->updatePosition( _currentPos );
}
Beispiel #7
0
void Model::drawMap() {
	
	app->Clear(sf::Color(100,100,100));
	
	unsigned int height = app->GetHeight();
	unsigned int IMAGE_SIZE = gamerImg.GetWidth();
	
   double h = 50;					//height/2-FIELD_SIZE*IMAGE_SIZE/2;
   double w = 50;					//app->GetWidth()/2-FIELD_SIZE*IMAGE_SIZE/3*2;
	
	pair<int,int> pos = getPlayerPosition();
	int i_now = pos.first/FIELD_SIZE*FIELD_SIZE;
	int j_now = pos.second/FIELD_SIZE*FIELD_SIZE;
	int max_value_i = i_now+FIELD_SIZE;
	int max_value_j = j_now+FIELD_SIZE;
	
	if (max_value_i > MAP_SIZE)
		max_value_i = MAP_SIZE;
	if (max_value_j > MAP_SIZE)
		max_value_j = MAP_SIZE;
	
	app->Draw(sf::Shape::Rectangle(w-2, h-2, w+(max_value_j-j_now)*IMAGE_SIZE+2, h+(max_value_i-i_now)*IMAGE_SIZE+2, sf::Color(200,200,149)));
	
	app->Draw(sf::Shape::Rectangle(w, h, w+(max_value_j-j_now)*IMAGE_SIZE, h+(max_value_i-i_now)*IMAGE_SIZE, sf::Color(50,50,50)));
	
	drawMiniMap();										//Draws mini map in front of the rectangles above
	
	for (int i=i_now;i<max_value_i;++i) {
		for (int j=j_now;j<max_value_j;++j) {
			if (getState(i,j) == GAME_EMPTY_CELL)
				continue;
			if (getState(i,j) == GAME_WALL) {
				boxSpr.SetPosition(w+(j%FIELD_SIZE)*IMAGE_SIZE,h+(i%FIELD_SIZE)*IMAGE_SIZE);
				app->Draw(boxSpr);
			}
			else if (getState(i,j) == GAME_PLAYER) {
			
				double rot = players.begin()->get()->rotation;
				
				gamerSpr.SetCenter(gamerImg.GetWidth()/2,gamerImg.GetHeight()/2);		
				gamerSpr.SetRotation(rot);
				gamerSpr.SetPosition(w+(j%FIELD_SIZE+0.5)*IMAGE_SIZE,h+(i%FIELD_SIZE+0.5)*IMAGE_SIZE);

				app->Draw(gamerSpr);			
			}			
			else if (getState(i,j) == GAME_ENEMY) {
				for(vector<PlayerPtr>::iterator it = players.begin()+1; it!=players.end(); ++it) {
					if (it->get()->getX() == i && it->get()->getY() == j) {
						double rot = it->get()->rotation;
						
						computerSpr.SetCenter(gamerImg.GetWidth()/2,gamerImg.GetHeight()/2);		
						computerSpr.SetRotation(rot);
						computerSpr.SetPosition(w+(j%FIELD_SIZE+0.5)*IMAGE_SIZE,h+(i%FIELD_SIZE+0.5)*IMAGE_SIZE);
				
						break;
					}
				}
				app->Draw(computerSpr);
			}
		}
	}
	app->Display();
}
// All key events are processed here
void WorldDrawer::keyOperations()
{
	if (keyStates[KEY_ESC])			// On Escape, program exits
		glutExit();
	
	float rotateStep = 0.04f;
	float moveStep = 0.25f;

	if (camera.mode == MODE_FPS)
	{
		if (keySpecialStates[KEY_UP])			// Rotate FPS up
		{
			camera.rotateFPS_OX(-rotateStep);
		}
		if (keySpecialStates[KEY_DOWN])			// Rotate FPS down
		{
			camera.rotateFPS_OX(rotateStep);
		}
		if (keySpecialStates[KEY_LEFT])			// Rotate FPS left
		{
			camera.rotateFPS_OY(-rotateStep);
		}
		if (keySpecialStates[KEY_RIGHT])		// Rotate FPS right
		{
			camera.rotateFPS_OY(rotateStep);
		}
	}
	else if (camera.mode == MODE_TPS)
	{
		if (keySpecialStates[KEY_UP])					// Rotate TPS up
		{
			camera.rotateTPS_OX(-rotateStep, distanceToTPSTarget);
		}
		if (keySpecialStates[KEY_DOWN])					// Rotate TPS down
		{
			camera.rotateTPS_OX(rotateStep, distanceToTPSTarget);
		}
		if (keySpecialStates[KEY_LEFT])					// Rotate TPS left
		{
			camera.rotateTPS_OY(-rotateStep, distanceToTPSTarget);
		}
		if (keySpecialStates[KEY_RIGHT])				// Rotate TPS right
		{
			camera.rotateTPS_OY(rotateStep, distanceToTPSTarget);
		}
	}
	else if (camera.mode == MODE_TOP)
	{
		if (keySpecialStates[KEY_LEFT])					// Rotate left
		{
			camera.rotateTPS_OY(-rotateStep, distanceToTop);
		}
		if (keySpecialStates[KEY_RIGHT])				// Rotate right
		{
			camera.rotateTPS_OY(rotateStep, distanceToTop);
		}
	}

	float eyeDistanceStep = 1.f;

	// Zoom closer
	if (keyStates['['])
	{
		eyeDistance -= eyeDistanceStep;		// Move closer to the viewer
		if (camera.mode == MODE_TPS && distanceToTPSTarget - zoomSensivity > 0)
		{
			distanceToTPSTarget -= zoomSensivity;
			camera.translate_ForwardFree(zoomSensivity);
		}
		else if (camera.mode == MODE_TOP && distanceToTop - zoomSensivity * 20 > 0)
		{
			distanceToTop -= zoomSensivity * 20;
			camera.translate_ForwardFree(zoomSensivity * 20);
		}
	}
	if (keyStates[']'])
	{
		eyeDistance += eyeDistanceStep;		// Move farther from the viewer
		if (camera.mode == MODE_TPS)
		{
			distanceToTPSTarget += zoomSensivity;
			camera.translate_ForwardFree(-zoomSensivity);
		}
		else if (camera.mode == MODE_TOP)
		{
			distanceToTop += zoomSensivity * 20;
			camera.translate_ForwardFree(-zoomSensivity * 20);
		}
	}

	if (keyStates['w'])						// Move forward
	{
		camera.translate_Forward(moveStep);

		// Check colision
		
		Vector3D newPos = getPlayerPosition();
		std::vector<Point2d> neighbours = labyrinth.getNeighbours(labyrinth.playerPos);

		bool updatedCell = labyrinth.updateCell(neighbours, newPos);

		if (labyrinth.foundPortal())
		{
			Sleep(1000);
			int mode = camera.mode;
			switchCameraMode(MODE_FPS);
			init();
			switchCameraMode(mode);
		}
		if (!updatedCell)
		{
			for (unsigned int i = 0; i < neighbours.size(); ++i)
				if (labyrinth.isColision(neighbours[i], newPos))
				{
					camera.translate_Forward(-moveStep);
				}
		}

	}
	if (keyStates['s'])						// Move backwards
	{
		camera.translate_Forward(-moveStep);

		// Check colision
		Vector3D newPos = getPlayerPosition();
		std::vector<Point2d> neighbours = labyrinth.getNeighbours(labyrinth.playerPos);
		bool updatedCell = labyrinth.updateCell(neighbours, newPos);

		if (labyrinth.foundPortal())
		{
			Sleep(1000);
			int mode = camera.mode;
			switchCameraMode(MODE_FPS);
			init();
			switchCameraMode(mode);
		}
		if (!updatedCell)
		{
			for (unsigned int i = 0; i < neighbours.size(); ++i)
				if (labyrinth.isColision(neighbours[i], newPos))
				{
					camera.translate_Forward(moveStep);
				}
		}
	}
	if (keyStates['a'])						// Move left
	{
		camera.translate_Right(-moveStep);

		// Check colision
		Vector3D newPos = getPlayerPosition();
		std::vector<Point2d> neighbours = labyrinth.getNeighbours(labyrinth.playerPos);
		bool updatedCell = labyrinth.updateCell(neighbours, newPos);

		if (labyrinth.foundPortal())
		{
			Sleep(1000);
			int mode = camera.mode;
			switchCameraMode(MODE_FPS);
			init();
			switchCameraMode(mode);
		}
		if (!updatedCell)
		{
			for (unsigned int i = 0; i < neighbours.size(); ++i)
				if (labyrinth.isColision(neighbours[i], newPos))
				{
					camera.translate_Right(moveStep);
				}
		}
	}
	if (keyStates['d'])						// Move right
	{
		camera.translate_Right(moveStep);

		// Check colision
		Vector3D newPos = getPlayerPosition();
		std::vector<Point2d> neighbours = labyrinth.getNeighbours(labyrinth.playerPos);
		bool updatedCell = labyrinth.updateCell(neighbours, newPos);

		if (labyrinth.foundPortal())
		{
			Sleep(1000);
			int mode = camera.mode;
			switchCameraMode(MODE_FPS);
			init();
			switchCameraMode(mode);
		}
		if (!updatedCell)
		{
			for (unsigned int i = 0; i < neighbours.size(); ++i)
				if (labyrinth.isColision(neighbours[i], newPos))
				{
					camera.translate_Right(-moveStep);
				}
		}
	}
}
void PlayerImplStandalone::postInitialize()
{
    log_info << "  setup player implementation Standalone ..." << std::endl;

    // attach camera entity
    log_debug << "   - searching for camera entity '" << PLAYER_CAMERA_ENTITIY_NAME << "'..." << std::endl;
    // get camera entity
    _p_camera = dynamic_cast< EnCamera* >( yaf3d::EntityManager::get()->findEntity( ENTITY_NAME_CAMERA, PLAYER_CAMERA_ENTITIY_NAME ) );
    if ( _p_camera )
    {
        log_debug << "   -  camera entity successfully attached" << std::endl;
    }
    else
    {
        log_error << "   could not attach player camera entity" << std::endl;
    }

    // attach physics entity
    log_debug << "   - searching for physics entity '" << _playerAttributes._physicsEntity << "' ..." << std::endl;
    // find and attach physics component
    _p_playerPhysics = dynamic_cast< EnPlayerPhysics* >( yaf3d::EntityManager::get()->findEntity( ENTITY_NAME_PLPHYS, _playerAttributes._physicsEntity ) );
    if ( _p_playerPhysics )
    {
        _p_playerPhysics->setPlayer( this );
        _p_playerPhysics->initializePhysics( _currentPos, _currentRot );
        log_debug << "   -  physics entity successfully attached" << std::endl;
    }
    else
    {
        log_error << "   could not attach player physics entity" << std::endl;
    }

    // attach animation entity
    log_debug << "   - searching for animation entity '" << _playerAttributes._animationEntity << "' ..." << std::endl;
    // find and attach animation component
    _p_playerAnimation = dynamic_cast< EnPlayerAnimation* >( yaf3d::EntityManager::get()->findEntity( ENTITY_NAME_PLANIM, _playerAttributes._animationEntity ) );
    if ( _p_playerAnimation )
    {
        _p_playerAnimation->setPlayer( this );
        log_debug << "   -  animation entity successfully attached" << std::endl;

        if ( _cameraMode == Ego ) // in ego mode we won't render our character
        {
            removeFromSceneGraph();
        }
        else // if in spheric mode disable the mouse pointer
        {
            gameutils::GuiUtils::get()->showMousePointer( false );
        }
    }
    else
    {
        log_error << "   could not attach player animation entity" << std::endl;
    }

    // attach sound entity
    log_debug << "   - searching for sound entity '" << _playerAttributes._soundEntity << "' ..." << std::endl;
    // find and attach sound component, tollerate missing sound for now
    _p_playerSound = dynamic_cast< EnPlayerSound* >( yaf3d::EntityManager::get()->findEntity( ENTITY_NAME_PLSOUND, _playerAttributes._soundEntity ) );
    if ( !_p_playerSound )
        log_error << "   could not find sound entity '" << _playerAttributes._soundEntity << "' of type PlayerSound. player sound deactivated" << std::endl;
    else
    {
        _p_playerSound->setPlayer( this );
        log_debug << "   -  sound entity successfully attached" << std::endl;
    }

    // setup camera mode
    setCameraMode( _cameraMode );

    // create the chat manager
    if ( !createChatManager() )
    {
        log_error << "   -  could not create chat system" << std::endl;
    }

    log_info << "  player implementation successfully initialized" << std::endl;

    // create only the input handler when animation and physics are attached
    if ( _p_playerAnimation && _p_playerPhysics )
    {
        // create a new input handler for this player
        _p_inputHandler = new PlayerIHCharacterCameraCtrl< PlayerImplStandalone >( this, getPlayerEntity() );
        _p_inputHandler->setMenuEnabled( false );

        // get configuration settings
        getConfiguration();
    }

    // set initial camera transformation
    if ( _p_camera )
       _p_camera->setCameraTransformation( getPlayerPosition(), getPlayerRotation() );
}