2010-12-01 10:02:26 +01:00
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#include "Game.h"
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2010-04-05 23:38:59 +02:00
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#include "Controller.h"
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2010-09-11 02:28:50 +02:00
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#include "AsteroidsEvents.h"
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2010-12-01 10:02:26 +01:00
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#include "Model.h"
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2010-04-05 23:38:59 +02:00
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namespace asteroids {
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int Controller::OnInit (int argc, char *argv[]) {
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Engine::ControllerBase::OnInit (argc, argv);
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mBindings[SDLK_q] = "quit";
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2010-12-02 19:56:55 +01:00
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mBindings[SDLK_UP] = "+forward";
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mBindings[SDLK_LEFT] = "+turnleft";
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mBindings[SDLK_RIGHT] = "+turnright";
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2010-04-05 23:38:59 +02:00
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mBindings[SDLK_SPACE] = "attack";
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mBindings[SDLK_F8] = "toggleconsole";
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mBindings[SDLK_F9] = "set playerspeed 5.0";
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2010-11-28 01:13:45 +01:00
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Engine::RegisterListener (this, EventChangeViewState);
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2010-09-11 02:28:50 +02:00
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2010-04-05 23:38:59 +02:00
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return 0;
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}
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2010-09-11 02:28:50 +02:00
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bool Controller::OnReceiveEvent (const Engine::EventBasePtr &event) {
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2010-11-28 01:13:45 +01:00
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if (event->mEventType == EventChangeViewState) {
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2010-09-11 02:28:50 +02:00
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IMGUIClear();
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}
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return false;
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}
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2010-12-01 10:02:26 +01:00
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void Controller::ResetPlayerEntity () {
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2010-12-03 00:15:26 +01:00
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Engine::HaltSoundLoop(Engine::GetResourceFullPath("/data/sounds/thrust.wav"));
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2010-12-01 10:02:26 +01:00
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Engine::EntityBase *player_entity = GetModel()->GetEntity(GetModel()->GetPlayerEntityId());
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// if we were unable to get the player then there is no need to invalidate
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// the state
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if (!player_entity)
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return;
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int i;
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for (i = 0; i < EntityControllerMaxKeyStates; i++)
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player_entity->UnsetControllerKeyState(i);
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GetModel()->SetPlayerEntityId(Engine::NullEntityId);
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}
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2011-01-02 18:25:20 +01:00
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void Controller::ResetLevel() {
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Engine::LogMessage ("Resetting level");
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GetModel()->ClearEntities();
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GetModel()->mAsteroids.clear();
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ResetPlayerEntity();
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}
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2010-04-05 23:38:59 +02:00
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}
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