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PlayerManager.cpp
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234 lines (208 loc) · 6.83 KB
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//
// PlayerManager.cpp
// Project
//
// Created by Inês on 11/14/11.
// Copyright 2011 AVT. All rights reserved.
//
#include "PlayerManager.h"
#include "Player.h"
#include "SceneManager.h"
#include "GameManager.h"
#include "FontsManager.h"
#include <math.h>
#include "WorldCamera.h"
#include "CameraManager.h"
namespace CastleBlast {
PlayerManager::PlayerManager(GameManager* gm) : cg::Group("PLAYER_MANAGER")
{
_numPlayers = 2;
_currentPlayer = NULL;
_gameManager = gm;
}
PlayerManager::~PlayerManager() {}
void PlayerManager::preInit()
{
_distancePlayers = 2*3.14 / (double)_numPlayers;
_currentPlayerNum = 0;
_changePlayerPressed = false;
_isGameOver = false;
anim = 0;
auxAnim = false;
_isRestarting = false;
}
void PlayerManager::createEntities()
{
WorldCamera * _worldCamera = new WorldCamera();
for (int i = 0; i < _numPlayers; i++) {
std::ostringstream player;
player << "PLAYER" << i;
Player* p = new Player(player.str(), i+1, _worldCamera, _gameManager);
_players.push_back(p);
addAtBeginning(p);
}
}
void PlayerManager::postInit()
{
int relativePos=20; //this test is a stupid hack to make cannons face each other. We most program quickly as evaluation is comming!!!
int rot= 180;
int distanceCenterX = cg::Properties::instance()->getInt("PLAYERS_DISTANCE_CENTER_X");
int distanceCenterY = cg::Properties::instance()->getInt("PLAYERS_DISTANCE_CENTER_Y");
cg::Vector2d distanceCenter = cg::Vector2d (distanceCenterX, distanceCenterY); //player distance from center
GameManager* gameManager = (GameManager*)cg::Registry::instance()->get("GAME_MANAGER");
SceneManager* sceneManager = (SceneManager*)gameManager->get("SCENE_MANAGER");
_fontsManager = (FontsManager*)gameManager->get("FONTS_MANAGER");
int worldsize = sceneManager->getWorldSize();
int center = worldsize/2;
std::vector<cg::Vector2d> playerPos;
for (int i = 0; i < size(); i++) {
playerPos.push_back(cg::Vector2d(center + (int)distanceCenter[0]*sin(_distancePlayers*i),
center + (int)distanceCenter[1]*cos(_distancePlayers*i)));
sceneManager->placeCastle(playerPos[i][0], playerPos[i][1]);
}
for (int i = 0; i < size(); i++) {
_players[i]->setRotation(_distancePlayers*i);
cg::Vector3d kingPos = sceneManager->getWorldPosition(playerPos[i][0]+14, playerPos[i][1]+15);
cg::Vector3d cannonPos = sceneManager->getWorldPosition(playerPos[i][0]+4, playerPos[i][1]+24);
_players[i]->positionKing(kingPos);
_players[i]->positionCannon(cannonPos);
relativePos -=20;
rot -= 180;
}
_currentPlayer = _players[0];
_currentPlayer->setCurrentPlayer();
}
Player* PlayerManager::nextPlayer()
{
// WorldCamera* te;
Player* p = _players[_currentPlayerNum];
// te = _currentPlayer->getCamera()->getWorldCamera();
_currentPlayer->unsetCurrentPlayer();
_currentPlayer = p;
_currentPlayer->setCurrentPlayer();
_currentPlayerNum = (_currentPlayerNum+1)%_numPlayers;
// p->setWorldCamera(te);
if(!p->getCamera()->isWorldCamera()){
p->getCamera()->switchCamera();
p->getCamera()->getCannon()->cameraToggle();
}
return p;
}
// Need to be uncommented when camera manager is finish (need to be where for change players to work)
void PlayerManager::update(unsigned long elapsed_millis)
{
if(!_isGameOver)
_currentPlayer->update(elapsed_millis);
if(anim > 2)
auxAnim = true;
if (anim < -2)
auxAnim = false;
if(auxAnim)
anim -= elapsed_millis * 0.002;
else
anim += elapsed_millis * 0.002;
}
void PlayerManager::onMouse(int button, int state, int x, int y)
{
_currentPlayer->onMouse(button, state, x, y);
}
void PlayerManager::onMouseMotion(int x, int y)
{
_currentPlayer->onMouseMotion(x, y);
}
void PlayerManager::onMousePassiveMotion(int x, int y)
{
_currentPlayer->onMousePassiveMotion(x, y);
}
void PlayerManager::draw()
{
for (int i = _players.size(); i >= 0; i--) {
_players[(i+_currentPlayerNum)%_numPlayers]->draw();
}
//setinha
cg::Vector3d pos = _currentPlayer->getCannonPosition();
glPushMatrix();
glShadeModel(GL_SMOOTH);
glDisable(GL_LIGHTING);
glBegin(GL_TRIANGLE_FAN);
{
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(pos[0], pos[1] + 10 + anim, pos[2]);
glColor3f(1.0f, 0.5f, 0.0f);
glVertex3f(pos[0]+ 1, pos[1] + 15 + anim, pos[2] + 1);
glVertex3f(pos[0]+ 1, pos[1] + 15 + anim, pos[2] - 1);
glVertex3f(pos[0]- 1, pos[1] + 15 + anim, pos[2] - 1);
glVertex3f(pos[0]- 1, pos[1] + 15 + anim, pos[2] + 1);
glVertex3f(pos[0]+ 1, pos[1] + 15 + anim, pos[2] + 1);
}
glEnd();
glPopMatrix();
glEnable(GL_LIGHTING);
}
void PlayerManager::setNumPlayers(int numPlayers)
{
_numPlayers = numPlayers;
}
bool PlayerManager::finishGame()
{
if(!_isRestarting) {
for (int i = 0; i < _players.size(); i++) {
if(!_players[i]->isKingAlive())
return true;
}
}
return false;
}
Player *PlayerManager::winnerPlayer()
{
for (int i = 0; i < _players.size(); i++) {
if(_players[i]->isKingAlive())
return _players[i];
}
return _players[0];
}
void PlayerManager::restart()
{
_isRestarting = true;
_currentPlayer->unsetCurrentPlayer();
_distancePlayers = 2*3.14 / (double)_numPlayers;
_changePlayerPressed = false;
_isGameOver = false;
anim = 0;
auxAnim = false;
removeAll();
_players.clear();
WorldCamera * _worldCamera = new WorldCamera();
for (int i = 0; i < _numPlayers; i++) {
std::ostringstream player;
player << "PLAYER" << i;
Player* p = new Player(player.str(), i+1, _worldCamera, _gameManager);
_players.push_back(p);
addAtBeginning(p);
p->init();
}
int distanceCenterX = cg::Properties::instance()->getInt("PLAYERS_DISTANCE_CENTER_X");
int distanceCenterY = cg::Properties::instance()->getInt("PLAYERS_DISTANCE_CENTER_Y");
cg::Vector2d distanceCenter = cg::Vector2d (distanceCenterX, distanceCenterY); //player distance from center
GameManager* gameManager = (GameManager*)cg::Registry::instance()->get("GAME_MANAGER");
SceneManager* sceneManager = (SceneManager*)gameManager->get("SCENE_MANAGER");
int worldsize = sceneManager->getWorldSize();
int center = worldsize/2;
std::vector<cg::Vector2d> playerPos;
for (int i = 0; i < size(); i++) {
playerPos.push_back(cg::Vector2d(center + (int)distanceCenter[0]*sin(_distancePlayers*i),
center + (int)distanceCenter[1]*cos(_distancePlayers*i)));
sceneManager->placeCastle(playerPos[i][0], playerPos[i][1]);
}
for (int i = 0; i < size(); i++) {
_players[i]->setRotation(_distancePlayers*i);
cg::Vector3d kingPos = sceneManager->getWorldPosition(playerPos[i][0]+14, playerPos[i][1]+15);
cg::Vector3d cannonPos = sceneManager->getWorldPosition(playerPos[i][0]+4, playerPos[i][1]+24);
_players[i]->positionKing(kingPos);
_players[i]->positionCannon(cannonPos);
}
_currentPlayer = _players[0];
_currentPlayer->setCurrentPlayer();
_isRestarting = false;
}
}