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source: code/branches/newlevel2012/src/modules/towerdefense/Tower.cc @ 9334

Last change on this file since 9334 was 9236, checked in by mentzerf, 13 years ago
  • Changed waypoint scale so that they are not visible anymore
  • Changed gun position
  • Changed Tower to be a Pawn subclass
  • Fixed glitches of Tower by overriding the orientation and rotation functions

+ Now spawning a few towers in -start

  • Clean up
File size: 3.0 KB
Line 
1//
2//  Tower.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 "Tower.h"
12
13#include "core/CoreIncludes.h"
14//#include "core/XMLPort.h"
15
16namespace orxonox
17{
18    CreateFactory(Tower);
19       
20    /**
21         @brief
22         Constructor. Registers and initializes the object.
23         */
24    Tower::Tower(BaseObject* creator) : Pawn(creator)
25    {
26        RegisterObject(Tower);
27
28        this->setCollisionType(WorldEntity::Dynamic);
29
30        //this->removeAllEngines();
31
32        /*
33        this->size_ = 10.0f;
34        this->delay_ = false;
35        this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisStone::enableMovement, this)));
36                */
37    }
38       
39        void Tower::setOrientation(const Quaternion& orientation)
40        {
41                static int ori;
42                orxout() << "orientation " << ++ori << endl;
43        }
44       
45        void Tower::rotateYaw(const Vector2& value)
46        {
47                static int yaw;
48                orxout() << "rotateYaw " << ++yaw << endl;
49        }
50       
51        void Tower::rotatePitch(const Vector2& value)
52        {
53                static int pitch;
54                orxout() << "rotatePitch " << ++pitch << endl;
55        }
56       
57        void Tower::rotateRoll(const Vector2& value)
58        {
59                static int roll;
60                orxout() << "rotateRoll" << ++roll << endl;
61        }
62               
63        // This function is called whenever a player presses the up or the down key.
64    // You have to implement what happens when the up or the down key is pressed.
65    // value.x < 0 means: down key is pressed.
66    // I suggest to create a new class which is a controllable entity I will refer to as "TowerMover". This is the controllable entity that the
67    // player controls in order to move the tower along the centerpoint and in order to place the tower at the appropriate position.
68    //
69
70    // The tower itsself is controlled by a WayPointPatroController at the instance you place it on the centerpoint.
71    //(don't forget to set the team_ parameter such that all tower are in the same team)
72
73    //How to move a tower: simply attach the tower to the TowerMover
74    //How to place a tower: detach the tower from the TowerMover
75
76    /**
77         @brief
78         Overloaded the function to rotate the stone.
79         @param value
80         A vector whose first component is the angle by which to rotate.
81         */
82                 /*
83    void Tower::moveFrontBack(const Vector2& value)
84    {
85        //orxout() << "frontBack.x: " << value.x << endl;
86    }
87        */
88       
89    /**
90         @brief
91         Overloaded the function to steer the stone right and left
92         @param value
93         A vector whose first component is the direction in which we want to steer the stone.
94         */
95                 /*
96    void Tower::moveRightLeft(const Vector2& value)
97    {
98                //orxout() << "rightLeft.x: " << value.x << endl;
99               
100        if(!this->delay_)
101        {
102            const Vector3& position = this->getPosition();
103            Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z);
104            if(!this->tetris_->isValidMove(this, newPos))
105                return;
106                       
107            this->setPosition(newPos);
108            this->delay_ = true;
109            this->delayTimer_.startTimer();
110                }
111    }
112        */
113}
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