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1 | ///////////////////////////////////////////////////////////////////////////////////////////////////////// | |
2 | // RpgMakerPlugin | |
3 | - | // Message.cpp |
3 | + | // Movement.cpp |
4 | // | |
5 | - | // Code : Giuseppe Alfieri |
5 | + | // Code : Giuseppe Alfieri (thanks Anael Seghezzi) |
6 | // | |
7 | - | // need to review something about collisions, it doesn't work like I expected and cannot figure out how to fix this. |
7 | + | |
8 | ///////////////////////////////////////////////////////////////////////////////////////////////////////// | |
9 | ||
10 | - | #include "Message.h" |
10 | + | #include "Movement.h" |
11 | ||
12 | ||
13 | ///////////////////////////////////////////////////////////////////////////////////////////////////////// | |
14 | // Init, this part is always similar, constructor, copy constructor etc | |
15 | ///////////////////////////////////////////////////////////////////////////////////////////////////////// | |
16 | - | Message::Message(MObject3d * parentObject): |
16 | + | |
17 | // constructor | |
18 | - | text() |
18 | + | Movement::Movement(MObject3d * parentObject): |
19 | MBehavior(parentObject), | |
20 | animated(1), | |
21 | m_rotationSpeed(1), | |
22 | - | Message::Message(Message & behavior, MObject3d * parentObject): |
22 | + | autoRotate(0), |
23 | m_speed(0), | |
24 | - | text(behavior.text) |
24 | + | m_flySpeed(0), |
25 | m_pattern(), | |
26 | cycle(0) | |
27 | {} | |
28 | - | Message::~Message(void) |
28 | + | |
29 | // copy constructor | |
30 | Movement::Movement(Movement & behavior, MObject3d * parentObject): | |
31 | MBehavior(parentObject), | |
32 | - | void Message::destroy(void) |
32 | + | animated(behavior.animated), |
33 | m_rotationSpeed(behavior.m_rotationSpeed), | |
34 | autoRotate(0), | |
35 | m_speed(behavior.m_speed), | |
36 | m_flySpeed(behavior.m_flySpeed), | |
37 | m_pattern(behavior.m_pattern), | |
38 | - | MBehavior * Message::getNew(MObject3d * parentObject) |
38 | + | cycle(behavior.cycle) |
39 | {} | |
40 | - | return new Message(parentObject); |
40 | + | |
41 | // destructor | |
42 | Movement::~Movement(void) | |
43 | {} | |
44 | - | MBehavior * Message::getCopy(MObject3d * parentObject) |
44 | + | |
45 | // destroy function : always similar | |
46 | - | return new Message(*this, parentObject); |
46 | + | void Movement::destroy(void) |
47 | { | |
48 | delete this; | |
49 | } | |
50 | ||
51 | // getNew function : always similar | |
52 | MBehavior * Movement::getNew(MObject3d * parentObject) | |
53 | { | |
54 | - | unsigned int Message::getVariablesNumber(void){ |
54 | + | return new Movement(parentObject); |
55 | - | return 1; |
55 | + | |
56 | ||
57 | // getCopy function : always similar | |
58 | - | MVariable Message::getVariable(unsigned int id) |
58 | + | MBehavior * Movement::getCopy(MObject3d * parentObject) |
59 | { | |
60 | return new Movement(*this, parentObject); | |
61 | } | |
62 | ||
63 | ///////////////////////////////////////////////////////////////////////////////////////////////////////// | |
64 | // Variables, allow to access custom variable from script and from Maratis Editor | |
65 | - | return MVariable("MessageText", &text, M_VARIABLE_STRING); |
65 | + | |
66 | int i=0; | |
67 | unsigned int Movement::getVariablesNumber(void){ | |
68 | return 7; | |
69 | } | |
70 | ||
71 | MVariable Movement::getVariable(unsigned int id) | |
72 | { | |
73 | switch(id) | |
74 | { | |
75 | - | void Message::update(void) |
75 | + | |
76 | return MVariable("NULL", NULL, M_VARIABLE_NULL); | |
77 | case 0: | |
78 | return MVariable("animated", &animated, M_VARIABLE_BOOL); | |
79 | case 1: | |
80 | return MVariable("rotationSpeed", &m_rotationSpeed, M_VARIABLE_FLOAT); | |
81 | case 2: | |
82 | return MVariable("autoRotate", &autoRotate, M_VARIABLE_BOOL); | |
83 | case 3: | |
84 | - | unsigned int objid=0,playerid=0; |
84 | + | return MVariable("movementSpeed", &m_speed, M_VARIABLE_FLOAT); |
85 | case 4: | |
86 | return MVariable("flySpeed", &m_flySpeed, M_VARIABLE_FLOAT); | |
87 | - | // get the actual scene |
87 | + | case 5: |
88 | - | MScene* nScene=engine->getLevel()->getCurrentScene(); |
88 | + | return MVariable("movementPattern", &m_pattern, M_VARIABLE_STRING); |
89 | - | // get from the actual scene the object Index to be used for function isObjectsCollision in MPhysicsContext |
89 | + | case 6: |
90 | - | nScene->getObjectIndex("select", &playerid); |
90 | + | return MVariable("CycleMovement", &cycle, M_VARIABLE_BOOL); |
91 | - | nScene->getObjectIndex(parent->getName(), &objid); |
91 | + | |
92 | - | // istanciate MPhysicsContext state |
92 | + | |
93 | - | MPhysicsContext * state = engine->getPhysicsContext(); |
93 | + | |
94 | ||
95 | - | int coll=state->isObjectsCollision(playerid,objid); |
95 | + | |
96 | - | //if collision happened between selector and parent object and action key is pressed does something |
96 | + | |
97 | - | if(coll){ |
97 | + | |
98 | - | if(MInputContext* input = engine->getInputContext()){ |
98 | + | |
99 | - | if(input->isKeyPressed("E")){ |
99 | + | |
100 | - | printf("%s",&text); |
100 | + | |
101 | void Movement::update(void) | |
102 | - | } |
102 | + | |
103 | MEngine * engine = MEngine::getInstance(); | |
104 | MGame * game = engine->getGame(); | |
105 | ||
106 | // check if the game is running, removing thif test will enable In-Editor update (like for the lookAt behavior) | |
107 | if(! game->isRunning()) | |
108 | return; | |
109 | ||
110 | // get the associated parent object (who is using this behavior) | |
111 | MObject3d * parent = getParentObject(); | |
112 | ||
113 | // lets rotate the parent object around the z axis, using our custom "rotationSpeed" variable | |
114 | if(animated){ | |
115 | if(autoRotate) | |
116 | parent->addAxisAngleRotation(MVector3(0, 0, 1), m_rotationSpeed); | |
117 | if(i<strlen(m_pattern)){ | |
118 | // a pattern string of wasd moves the object using rotationSpeed and moveSpeed | |
119 | if(m_pattern[i]=='w'){ | |
120 | MVector3 axis = parent->getRotatedVector(MVector3(0,m_speed,0)); | |
121 | parent->setPosition(parent->getPosition() + axis); | |
122 | } | |
123 | if(m_pattern[i]=='a'){ | |
124 | parent->addAxisAngleRotation(parent->getInverseRotatedVector(MVector3(0, 0, 0.5)), m_rotationSpeed); | |
125 | } | |
126 | if(m_pattern[i]=='d'){ | |
127 | parent->addAxisAngleRotation(parent->getInverseRotatedVector(MVector3(0, 0, 0.5)), -m_rotationSpeed); | |
128 | } | |
129 | if(m_pattern[i]=='s'){ | |
130 | MVector3 axis = parent->getRotatedVector(MVector3(0,-m_speed,0)); | |
131 | parent->setPosition(parent->getPosition() + axis); | |
132 | } | |
133 | i++; | |
134 | } | |
135 | else if(cycle) | |
136 | i=0; | |
137 | ||
138 | } | |
139 | } |