[10142] | 1 | // |
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| 2 | // TowerDefenseTower.cc |
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| 3 | // Orxonox |
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| 4 | // |
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| 5 | // Created by Fabian Mentzer on 29.04.12. |
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| 6 | // Copyright (c) 2012 __MyCompanyName__. All rights reserved. |
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| 7 | // |
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| 8 | |
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| 9 | /* Not implemented fully */ |
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| 10 | |
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| 11 | #include "TowerDefenseTower.h" |
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| 12 | |
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| 13 | #include "core/CoreIncludes.h" |
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| 14 | //#include "core/XMLPort.h" |
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| 15 | |
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| 16 | namespace orxonox |
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| 17 | { |
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| 18 | RegisterClass(TowerDefenseTower); |
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| 19 | |
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| 20 | /** |
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| 21 | @brief |
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| 22 | Constructor. Registers and initializes the object. |
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| 23 | */ |
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| 24 | TowerDefenseTower::TowerDefenseTower(Context* context) : Pawn(context) |
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| 25 | { |
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| 26 | RegisterObject(TowerDefenseTower); |
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| 27 | |
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| 28 | this->setCollisionType(WorldEntity::Dynamic); |
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[10158] | 29 | upgrade = 0; |
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[10142] | 30 | |
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| 31 | //this->removeAllEngines(); |
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| 32 | |
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| 33 | /* |
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| 34 | this->size_ = 10.0f; |
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| 35 | this->delay_ = false; |
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| 36 | this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisStone::enableMovement, this))); |
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| 37 | */ |
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| 38 | } |
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| 39 | |
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| 40 | void TowerDefenseTower::setOrientation(const Quaternion& orientation) |
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| 41 | { |
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| 42 | } |
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| 43 | |
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| 44 | void TowerDefenseTower::rotateYaw(const Vector2& value) |
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| 45 | { |
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| 46 | } |
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| 47 | |
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| 48 | void TowerDefenseTower::rotatePitch(const Vector2& value) |
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| 49 | { |
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| 50 | } |
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| 51 | |
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| 52 | void TowerDefenseTower::rotateRoll(const Vector2& value) |
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| 53 | { |
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| 54 | } |
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| 55 | |
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[10158] | 56 | bool TowerDefenseTower::upgradeTower() |
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| 57 | { |
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| 58 | if(upgrade < 3) |
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| 59 | { |
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| 60 | upgrade++; |
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| 61 | float reloadrate = getReloadRate(); |
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| 62 | float reloadwaittime = getReloadWaitTime(); |
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| 63 | this->setDamageMultiplier(5000); |
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| 64 | |
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| 65 | reloadrate = 0.5*reloadrate; |
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| 66 | reloadwaittime = 0.5*reloadwaittime; |
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| 67 | setReloadRate(reloadrate); |
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| 68 | setReloadWaitTime(reloadwaittime); |
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| 69 | this->addTemplate("towerturret1"); |
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| 70 | } |
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| 71 | else |
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| 72 | { |
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| 73 | orxout() << "Tower fully upgraded" << endl; |
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| 74 | return false; |
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| 75 | } |
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| 76 | return true; |
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| 77 | } |
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| 78 | |
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[10142] | 79 | // This function is called whenever a player presses the up or the down key. |
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| 80 | // You have to implement what happens when the up or the down key is pressed. |
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| 81 | // value.x < 0 means: down key is pressed. |
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| 82 | // 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 |
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| 83 | // player controls in order to move the TowerDefenseTower along the centerpoint and in order to place the TowerDefenseTower at the appropriate position. |
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| 84 | // |
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| 85 | |
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| 86 | // The TowerDefenseTower itsself is controlled by a WayPointPatroController at the instance you place it on the centerpoint. |
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| 87 | //(don't forget to set the team_ parameter such that all TowerDefenseTower are in the same team) |
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| 88 | |
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| 89 | //How to move a TowerDefenseTower: simply attach the TowerDefenseTower to the TowerDefenseTowerMover |
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| 90 | //How to place a TowerDefenseTower: detach the TowerDefenseTower from the TowerDefenseTowerMover |
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| 91 | |
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| 92 | /** |
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| 93 | @brief |
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| 94 | Overloaded the function to rotate the stone. |
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| 95 | @param value |
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| 96 | A vector whose first component is the angle by which to rotate. |
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| 97 | */ |
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| 98 | /* |
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| 99 | void TowerDefenseTower::moveFrontBack(const Vector2& value) |
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| 100 | { |
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| 101 | //orxout() << "frontBack.x: " << value.x << endl; |
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| 102 | } |
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| 103 | */ |
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| 104 | |
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| 105 | /** |
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| 106 | @brief |
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| 107 | Overloaded the function to steer the stone right and left |
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| 108 | @param value |
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| 109 | A vector whose first component is the direction in which we want to steer the stone. |
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| 110 | */ |
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| 111 | /* |
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| 112 | void TowerDefenseTower::moveRightLeft(const Vector2& value) |
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| 113 | { |
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| 114 | //orxout() << "rightLeft.x: " << value.x << endl; |
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| 115 | |
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| 116 | if(!this->delay_) |
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| 117 | { |
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| 118 | const Vector3& position = this->getPosition(); |
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| 119 | Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z); |
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| 120 | if(!this->tetris_->isValidMove(this, newPos)) |
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| 121 | return; |
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| 122 | |
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| 123 | this->setPosition(newPos); |
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| 124 | this->delay_ = true; |
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| 125 | this->delayTimer_.startTimer(); |
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| 126 | } |
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| 127 | } |
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| 128 | */ |
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| 129 | } |
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