1 | =============================================================================== |
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2 | Classes |
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3 | =============================================================================== |
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4 | |
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5 | TowerDefense: |
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6 | GameType class |
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7 | |
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8 | TowerDefenseCenterpoint |
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9 | Centerpoint class. Store tower template |
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10 | |
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11 | Tower |
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12 | Represents a Tower |
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13 | I'm not actually sure if you have to code C++ in order to have your result. I would suggest to simply create a new spaceship template or maybe better a |
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14 | new template for a pawn. (The towers don't need to be spaceships; pawn is just fine.) |
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15 | Example for a template: /data/levels/templates/assff.oxt && /data/levels/include/weaponSettingsAssff.oxi |
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16 | @ assff.oxt: you don't need an engine (or your towers could fly away :-) and probably no Cameras. (just try what happens if you leave them out.) |
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17 | @ weaponSettingsAssff.oxi: |
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18 | <weaponslots>: location where you want to have your tower to be equiped with weapons |
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19 | <weaponsets> : if you press fire, you actually always fire a whole set of weapons. The amount of weaponsets is defined here. (I'm not 100% sure whether this explanation is right.) |
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20 | |
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21 | There are three <Weapon> tags - one for each weaponslot. Each weapon can contain several objects which you would probably |
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22 | refer to as "weapons": |
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23 | |
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24 | LightningGun: Shoots a slow, rotation, yellow "ball". |
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25 | HsW01: the default laser weapon |
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26 | SimpleRocketFire: a weak (self steering) rocket |
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27 | RocketFire: a strong rocket |
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28 | |
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29 | About your Tower's Template location - either keep it in the level or do it similarly to the Assff templates. |
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30 | (If your towers behave & look nicely, I'm quite sure others want to include them in other levels, too.) |
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31 | |
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32 | |
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33 | =============================================================================== |
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34 | Other files |
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35 | =============================================================================== |
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36 | |
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37 | /data/levels/towerdefense.oxw |
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38 | Loads the level. In <Level>, we first create a SpawnPoint. It spawns a cylinder using the 'centerpointmark' Template, which uses the 'centerpointmarkcamera' Template to create a static camera. Then, we create an instance of TowerDefenseCenterpoint and pass the 'towertemplate' Template, so that we can later create towers using this template. We also plase the playfield.mesh in a way that maps every field on the playfield.mesh to nice coordinates: the playfield spans as a square from -8,-8 to 8,8. |
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