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source: code/branches/towerdefenseFS15/src/modules/towerdefense/TowerDefenseCenterpoint.cc @ 10422

Last change on this file since 10422 was 10406, checked in by fvultier, 10 years ago

There is now a cube that can be moved on the playground using the arrow keys.

  • Property svn:eol-style set to native
File size: 3.8 KB
RevLine 
[9110]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      ...
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file TowerDefenseCenterpoint.cc
31    @brief Implementation of the TowerDefenseCenterpoint class.
32*/
33
34#include "TowerDefenseCenterpoint.h"
35
36#include "core/CoreIncludes.h"
37#include "core/XMLPort.h"
38
39#include "TowerDefense.h"
40
41namespace orxonox
42{
[9667]43    RegisterClass(TowerDefenseCenterpoint);
[9110]44
45    /**
46    @brief
47        Constructor. Registers and initializes the object and checks whether the gametype is actually TowerDefense.
48    */
[9667]49    TowerDefenseCenterpoint::TowerDefenseCenterpoint(Context* context) : MobileEntity(context)
[9110]50    {
51        RegisterObject(TowerDefenseCenterpoint);
[9272]52
53        this->width_ = 15;
[9141]54        this->height_ = 15;
[9272]55
[9175]56        //this->setCollisionType(Static);
57
[9272]58        this->checkGametype();
[9175]59
[9110]60    }
61
62    /**
63    @brief
64        Method to create a TowerDefenseCenterpoint through XML.
65    */
66    void TowerDefenseCenterpoint::XMLPort(Element& xmlelement, XMLPort::Mode mode)
67    {
68        SUPER(TowerDefenseCenterpoint, XMLPort, xmlelement, mode);
69
[9141]70        XMLPortParam(TowerDefenseCenterpoint, "width", setWidth, getWidth, xmlelement, mode);
[9154]71        XMLPortParam(TowerDefenseCenterpoint, "height", setHeight, getHeight, xmlelement, mode);
[9272]72        XMLPortParam(TowerDefenseCenterpoint, "tileScale", setTileScale, getTileScale, xmlelement, mode);
[10406]73        XMLPortParam(TowerDefenseCenterpoint, "selecterTemplate", setSelecterTemplate, getSelecterTemplate, xmlelement, mode);
[9272]74
[9143]75        //TODO: add XMLPortObject(TowerDefenseCenterpoint, WorldEntity, "waypoints", addWaypoint, getWaypoint,  xmlelement, mode);
76        // This was copied and shightly modified from WaypointController.cc ; there are no getters and setters and no membervariable yet
77        // The centerpoint should have all waypoints for "attached" to it. By using this function you can seperately add waypoints
78        // When you spawn a new enemy you should let it be controlled by a WaypointController. And that controller should get the waypoints.
79
80        // Alternatively you can manage the waypoints directly in TowerDefense.cc
[9110]81    }
82
83    /**
84    @brief
85        Is called when the gametype has changed.
86    */
87    void TowerDefenseCenterpoint::changedGametype()
88    {
89        SUPER(TowerDefenseCenterpoint, changedGametype);
90
91        // Check, whether it's still TowerDefense.
92        this->checkGametype();
93    }
94
95    /**
96    @brief
97        Checks whether the gametype is TowerDefense and if it is, sets its centerpoint.
98    */
99    void TowerDefenseCenterpoint::checkGametype()
100    {
[9272]101        if (this->getGametype() != NULL && this->getGametype()->isA(Class(TowerDefense)))
[9110]102        {
[9272]103            // Sets the centerpoint of the gametype. The gametype uses this to later spawn in towers, he needs the tower template stored in the center point
[9136]104            TowerDefense* towerDefenseGametype = orxonox_cast<TowerDefense*>(this->getGametype().get());
105            towerDefenseGametype->setCenterpoint(this);
[9110]106        }
107    }
108}
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