// // TowerDefenseTower.cc // Orxonox // // Created by Fabian Mentzer on 29.04.12. // Copyright (c) 2012 __MyCompanyName__. All rights reserved. // /* Not implemented fully */ #include "TowerDefenseTower.h" #include "core/CoreIncludes.h" //#include "core/XMLPort.h" namespace orxonox { RegisterClass(TowerDefenseTower); /** @brief Constructor. Registers and initializes the object. */ TowerDefenseTower::TowerDefenseTower(Context* context) : Turret(context) { RegisterObject(TowerDefenseTower); game_ =nullptr; this->setCollisionType(WorldEntity::None); upgrade = 1; //this->removeAllEngines(); /* this->size_ = 10.0f; this->delay_ = false; this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisStone::enableMovement, this))); */ } /* void TowerDefenseTower::setOrientation(const Quaternion& orientation) { } void TowerDefenseTower::rotateYaw(const Vector2& value) { } void TowerDefenseTower::rotatePitch(const Vector2& value) { } void TowerDefenseTower::rotateRoll(const Vector2& value) { } */ bool TowerDefenseTower::upgradeTower() { if(upgrade < 5) { upgrade++; float reloadrate = getReloadRate(); float reloadwaittime = getReloadWaitTime(); this->setDamageMultiplier((upgrade+1)*2.0f); //this->setRotationThrust(2*this->getRotationThrust()); reloadrate = 0.5f*reloadrate; reloadwaittime = 0.5f*reloadwaittime; setReloadRate(reloadrate); setReloadWaitTime(reloadwaittime); //this->addTemplate("towerturret1"); } else { orxout() << "Tower fully upgraded" << endl; return false; } return true; } // This function is called whenever a player presses the up or the down key. // You have to implement what happens when the up or the down key is pressed. // value.x < 0 means: down key is pressed. // 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 // player controls in order to move the TowerDefenseTower along the centerpoint and in order to place the TowerDefenseTower at the appropriate position. // // The TowerDefenseTower itsself is controlled by a WayPointPatroController at the instance you place it on the centerpoint. //(don't forget to set the team_ parameter such that all TowerDefenseTower are in the same team) //How to move a TowerDefenseTower: simply attach the TowerDefenseTower to the TowerDefenseTowerMover //How to place a TowerDefenseTower: detach the TowerDefenseTower from the TowerDefenseTowerMover /** @brief Overloaded the function to rotate the stone. @param value A vector whose first component is the angle by which to rotate. */ /* void TowerDefenseTower::moveFrontBack(const Vector2& value) { //orxout() << "frontBack.x: " << value.x << endl; } */ /** @brief Overloaded the function to steer the stone right and left @param value A vector whose first component is the direction in which we want to steer the stone. */ /* void TowerDefenseTower::moveRightLeft(const Vector2& value) { //orxout() << "rightLeft.x: " << value.x << endl; if(!this->delay_) { const Vector3& position = this->getPosition(); Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z); if(!this->tetris_->isValidMove(this, newPos)) return; this->setPosition(newPos); this->delay_ = true; this->delayTimer_.startTimer(); } } */ }