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source: code/branches/tutorial6/src/modules/towerdefense/towerdefensereadme.txt

Last change on this file was 9271, checked in by landauf, 13 years ago

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1===============================================================================
2Classes
3===============================================================================
4
5TowerDefense:
6GameType class
7
8TowerDefenseCenterpoint
9Centerpoint class. Store tower template
10
11Tower
12Represents a Tower
13I'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
14new template for a pawn. (The tower don't need to be spaceships; pawn is just fine.)
15Example for a template: /data/levels/templates/assff.oxt && /data/levels/include/weaponSettingsAssff.oxi
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.)
17@ weaponSettingsAssff.oxi:
18<weaponslots>: location where you want to have your tower to be equiped with weapons
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.)
20
21There are three <Weapon> tags - one for each weaponslot. Each weapon can contain several objects which you would probably
22refer to as "weapons":
23
24LightningGun: Shoots a slow, rotation, yellow "ball".
25HsW01: the default laser weapon
26SimpleRocketFire: a weak (self steering) rocket
27RocketFire: a strong rocket
28                         
29About your Tower's Template location - either keep it in the level or do it similarly to the Assff templates.
30(If your towers behave & look nicely, I'm quite sure others want to include them in other levels, too.)
31
32
33===============================================================================
34Other files
35===============================================================================
36
37/data/levels/towerdefense.oxw
38Loads 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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