Added endgame.

This commit is contained in:
Jasper 2015-03-06 16:19:57 +01:00
parent 6ae19043fb
commit 25b8960b92
7 changed files with 36 additions and 9 deletions

View File

@ -11944,7 +11944,7 @@
<zPosition>34</zPosition>
<targetIdGreen>-</targetIdGreen>
<targetIdBlue>-</targetIdBlue>
<distance>10</distance>
<distance>2</distance>
<isBiggerThan>false</isBiggerThan>
<objectNum>0</objectNum>
<luaScript>sunStart.lua</luaScript>
@ -11956,11 +11956,11 @@
<name>sunUpdate</name>
<undo>false</undo>
<xPosition>-216</xPosition>
<yPosition>20</yPosition>
<yPosition>27.5</yPosition>
<zPosition>34</zPosition>
<targetIdGreen>-</targetIdGreen>
<targetIdBlue>-</targetIdBlue>
<distance>10</distance>
<distance>12</distance>
<isBiggerThan>false</isBiggerThan>
<objectNum>0</objectNum>
<luaScript>sunUpdate.lua</luaScript>

View File

@ -13,7 +13,7 @@ function trigger(objectToChange)
local time = os.clock()
global.sunStartTime = time
global.triggeredSunStart = true
level:activateEndgame()
print("sunStart")
end
end

View File

@ -7,7 +7,7 @@ function trigger(objectToChange)
return
end
local maxTimeDiff = 5
local maxTimeDiff = 20
local timeDiff = os.clock()- global.sunStartTime
if(timeDiff > maxTimeDiff)then
timeDiff = maxTimeDiff

View File

@ -41,6 +41,7 @@ void Level::load() {
.addFunction("resetPlayer", &Level::resetPlayer)
.addFunction("movePlayer", &Level::movePlayer)
.addFunction("setSunDirection", &Level::setSunDirection)
.addFunction("activateEndgame", &Level::activateEndgame)
.endClass();
//Push the level to Lua as a global variable
luabridge::push(luaState, this);
@ -272,3 +273,7 @@ Terrain* Level::getTerrain() {
Skydome* Level::getSkydome() {
return &skydome;
}
void Level::activateEndgame(){
physics.activateEndgame();
}

View File

@ -61,6 +61,7 @@ class Level {
void resetPlayer();
void movePlayer(float xPosition, float yPosition, float zPosition);
void setPlayerIndex(int index);
void activateEndgame();
private:
lua_State* luaState=nullptr;
std::vector<Object*> objects;

View File

@ -44,14 +44,17 @@ void Physics::takeUpdateStep(float timeDiff)
}
}
if(endgame)
{
currentDirection = playerBall->getCenterOfMassPosition();
currentDirection.setY(0);
currentDirection.normalize();
}
btVector3 position = currentDirection;
btVector3 position = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition(); //gets a vector from the player to the camera
position = currentDirection;
position.normalize();
position *= cameraDistance;
position += playerBall->getCenterOfMassPosition(); //is the position cameraDistance away from the player in the direction of the camera
//prevent the camera from being dragged along on the ground
btVector3 dir = cameraBody->getCenterOfMassPosition() - position;
float str = 50 * dir.length() / cameraBody->getInvMass(); //getInvMass() returns the inverted mass
@ -66,6 +69,9 @@ void Physics::takeUpdateStep(float timeDiff)
position.normalize();
cameraBody->setLinearVelocity(position*20);
}
world->stepSimulation(timeDiff);
}
else
@ -630,6 +636,19 @@ void Physics::forceMoveCamera(btVector3 newPosition)
cameraBody->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),newPosition));
}
void Physics::activateEndgame()
{
if(endgame)
return;
endgame = true;
positionConstraint cons;
cons.body = playerBall;
cons.strength = 1;
cons.position = playerBall->getCenterOfMassPosition() + btVector3(0,15,0);
playerBall->setGravity(btVector3(0,0,0));
allPositionConstraints.push_back(cons);
}
void Physics::kill() //delete dynamically allocated memory
{
if (world == NULL) {

View File

@ -77,6 +77,7 @@ class Physics {
void prepareCollisionDetection();
bool playerWithGround();
bool playerWithObject();
void activateEndgame();
void forcePlayer(glm::vec3 newPosition);
struct positionConstraint{btRigidBody* body; float strength; btVector3 position;};
@ -86,6 +87,7 @@ class Physics {
float resetHight = 0;
bool simulationActive = true;
bool sinking = true;
bool endgame = false;
btVector3 currentDirection = btVector3(1,1,1);
btRigidBody* playerBall; //allows for easier access to the ball
btRigidBody* terrainBody; //duh