[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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[10622] | 24 | TowerDefenseTower::TowerDefenseTower(Context* context) : Turret(context) |
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[10142] | 25 | { |
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| 26 | RegisterObject(TowerDefenseTower); |
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[10622] | 27 | game_ =NULL; |
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| 28 | this->setCollisionType(WorldEntity::None); |
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[10629] | 29 | upgrade = 1; |
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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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[10622] | 40 | /* |
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[10142] | 41 | void TowerDefenseTower::setOrientation(const Quaternion& orientation) |
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| 42 | { |
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| 43 | } |
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| 44 | |
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| 45 | void TowerDefenseTower::rotateYaw(const Vector2& value) |
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| 46 | { |
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| 47 | } |
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| 48 | |
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| 49 | void TowerDefenseTower::rotatePitch(const Vector2& value) |
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| 50 | { |
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| 51 | } |
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| 52 | |
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| 53 | void TowerDefenseTower::rotateRoll(const Vector2& value) |
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| 54 | { |
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| 55 | } |
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[10622] | 56 | */ |
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[10142] | 57 | |
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[10158] | 58 | bool TowerDefenseTower::upgradeTower() |
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[10246] | 59 | { |
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[10629] | 60 | if(upgrade < 5) |
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[10246] | 61 | { |
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| 62 | upgrade++; |
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[10727] | 63 | this->setDamageMultiplier((upgrade+1)*2.0f); |
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[11052] | 64 | |
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[10629] | 65 | //this->setRotationThrust(2*this->getRotationThrust()); |
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[10622] | 66 | //this->addTemplate("towerturret1"); |
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[10246] | 67 | } |
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| 68 | else |
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| 69 | { |
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| 70 | orxout() << "Tower fully upgraded" << endl; |
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| 71 | return false; |
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| 72 | } |
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| 73 | return true; |
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| 74 | } |
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[10158] | 75 | |
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[10142] | 76 | // This function is called whenever a player presses the up or the down key. |
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| 77 | // You have to implement what happens when the up or the down key is pressed. |
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| 78 | // value.x < 0 means: down key is pressed. |
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| 79 | // 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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| 80 | // 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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| 81 | // |
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| 82 | |
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| 83 | // The TowerDefenseTower itsself is controlled by a WayPointPatroController at the instance you place it on the centerpoint. |
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| 84 | //(don't forget to set the team_ parameter such that all TowerDefenseTower are in the same team) |
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| 85 | |
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| 86 | //How to move a TowerDefenseTower: simply attach the TowerDefenseTower to the TowerDefenseTowerMover |
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| 87 | //How to place a TowerDefenseTower: detach the TowerDefenseTower from the TowerDefenseTowerMover |
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| 88 | |
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| 89 | /** |
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| 90 | @brief |
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| 91 | Overloaded the function to rotate the stone. |
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| 92 | @param value |
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| 93 | A vector whose first component is the angle by which to rotate. |
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| 94 | */ |
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| 95 | /* |
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| 96 | void TowerDefenseTower::moveFrontBack(const Vector2& value) |
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| 97 | { |
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| 98 | //orxout() << "frontBack.x: " << value.x << endl; |
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| 99 | } |
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| 100 | */ |
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| 101 | |
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| 102 | /** |
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| 103 | @brief |
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| 104 | Overloaded the function to steer the stone right and left |
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| 105 | @param value |
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| 106 | A vector whose first component is the direction in which we want to steer the stone. |
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| 107 | */ |
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| 108 | /* |
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| 109 | void TowerDefenseTower::moveRightLeft(const Vector2& value) |
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| 110 | { |
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| 111 | //orxout() << "rightLeft.x: " << value.x << endl; |
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| 112 | |
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| 113 | if(!this->delay_) |
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| 114 | { |
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| 115 | const Vector3& position = this->getPosition(); |
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| 116 | Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z); |
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| 117 | if(!this->tetris_->isValidMove(this, newPos)) |
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| 118 | return; |
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| 119 | |
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| 120 | this->setPosition(newPos); |
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| 121 | this->delay_ = true; |
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| 122 | this->delayTimer_.startTimer(); |
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| 123 | } |
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| 124 | } |
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| 125 | */ |
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| 126 | } |
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