1 | // |
---|
2 | // TowerDefenseTower.cc |
---|
3 | // Orxonox |
---|
4 | // |
---|
5 | // Created by Fabian Mentzer on 29.04.12. |
---|
6 | // Copyright (c) 2012 __MyCompanyName__. All rights reserved. |
---|
7 | // |
---|
8 | |
---|
9 | /* Not implemented fully */ |
---|
10 | |
---|
11 | #include "TowerDefenseTower.h" |
---|
12 | |
---|
13 | #include "core/CoreIncludes.h" |
---|
14 | //#include "core/XMLPort.h" |
---|
15 | |
---|
16 | namespace orxonox |
---|
17 | { |
---|
18 | RegisterClass(TowerDefenseTower); |
---|
19 | |
---|
20 | /** |
---|
21 | @brief |
---|
22 | Constructor. Registers and initializes the object. |
---|
23 | */ |
---|
24 | TowerDefenseTower::TowerDefenseTower(Context* context) : Turret(context) |
---|
25 | { |
---|
26 | RegisterObject(TowerDefenseTower); |
---|
27 | game_ =nullptr; |
---|
28 | this->setCollisionType(WorldEntity::CollisionType::None); |
---|
29 | upgrade = 1; |
---|
30 | |
---|
31 | //this->removeAllEngines(); |
---|
32 | |
---|
33 | /* |
---|
34 | this->size_ = 10.0f; |
---|
35 | this->delay_ = false; |
---|
36 | this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisStone::enableMovement, this))); |
---|
37 | */ |
---|
38 | } |
---|
39 | |
---|
40 | /* |
---|
41 | void TowerDefenseTower::setOrientation(const Quaternion& orientation) |
---|
42 | { |
---|
43 | } |
---|
44 | |
---|
45 | void TowerDefenseTower::rotateYaw(const Vector2& value) |
---|
46 | { |
---|
47 | } |
---|
48 | |
---|
49 | void TowerDefenseTower::rotatePitch(const Vector2& value) |
---|
50 | { |
---|
51 | } |
---|
52 | |
---|
53 | void TowerDefenseTower::rotateRoll(const Vector2& value) |
---|
54 | { |
---|
55 | } |
---|
56 | */ |
---|
57 | |
---|
58 | bool TowerDefenseTower::upgradeTower() |
---|
59 | { |
---|
60 | if(upgrade < 5) |
---|
61 | { |
---|
62 | upgrade++; |
---|
63 | this->setDamageMultiplier((upgrade+1)*2.0f); |
---|
64 | |
---|
65 | //this->setRotationThrust(2*this->getRotationThrust()); |
---|
66 | //this->addTemplate("towerturret1"); |
---|
67 | } |
---|
68 | else |
---|
69 | { |
---|
70 | orxout() << "Tower fully upgraded" << endl; |
---|
71 | return false; |
---|
72 | } |
---|
73 | return true; |
---|
74 | } |
---|
75 | |
---|
76 | // This function is called whenever a player presses the up or the down key. |
---|
77 | // You have to implement what happens when the up or the down key is pressed. |
---|
78 | // value.x < 0 means: down key is pressed. |
---|
79 | // I suggest to create a new class which is a controllable entity I will refer to as "TowerDefenseTowerMover". This is the controllable entity that the |
---|
80 | // player controls in order to move the TowerDefenseTower along the centerpoint and in order to place the TowerDefenseTower at the appropriate position. |
---|
81 | // |
---|
82 | |
---|
83 | // The TowerDefenseTower itsself is controlled by a WayPointPatroController at the instance you place it on the centerpoint. |
---|
84 | //(don't forget to set the team_ parameter such that all TowerDefenseTower are in the same team) |
---|
85 | |
---|
86 | //How to move a TowerDefenseTower: simply attach the TowerDefenseTower to the TowerDefenseTowerMover |
---|
87 | //How to place a TowerDefenseTower: detach the TowerDefenseTower from the TowerDefenseTowerMover |
---|
88 | |
---|
89 | /** |
---|
90 | @brief |
---|
91 | Overloaded the function to rotate the stone. |
---|
92 | @param value |
---|
93 | A vector whose first component is the angle by which to rotate. |
---|
94 | */ |
---|
95 | /* |
---|
96 | void TowerDefenseTower::moveFrontBack(const Vector2& value) |
---|
97 | { |
---|
98 | //orxout() << "frontBack.x: " << value.x << endl; |
---|
99 | } |
---|
100 | */ |
---|
101 | |
---|
102 | /** |
---|
103 | @brief |
---|
104 | Overloaded the function to steer the stone right and left |
---|
105 | @param value |
---|
106 | A vector whose first component is the direction in which we want to steer the stone. |
---|
107 | */ |
---|
108 | /* |
---|
109 | void TowerDefenseTower::moveRightLeft(const Vector2& value) |
---|
110 | { |
---|
111 | //orxout() << "rightLeft.x: " << value.x << endl; |
---|
112 | |
---|
113 | if(!this->delay_) |
---|
114 | { |
---|
115 | const Vector3& position = this->getPosition(); |
---|
116 | Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z); |
---|
117 | if(!this->tetris_->isValidMove(this, newPos)) |
---|
118 | return; |
---|
119 | |
---|
120 | this->setPosition(newPos); |
---|
121 | this->delay_ = true; |
---|
122 | this->delayTimer_.startTimer(); |
---|
123 | } |
---|
124 | } |
---|
125 | */ |
---|
126 | } |
---|