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) : Turret(context) |
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25 | { |
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26 | RegisterObject(TowerDefenseTower); |
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27 | game_ =NULL; |
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28 | this->setCollisionType(WorldEntity::None); |
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29 | upgrade = 1; |
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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 | /* |
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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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56 | */ |
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57 | |
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58 | bool TowerDefenseTower::upgradeTower() |
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59 | { |
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60 | if(upgrade < 5) |
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61 | { |
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62 | upgrade++; |
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63 | this->setDamageMultiplier((upgrade+1)*2.0f); |
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64 | |
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65 | //this->setRotationThrust(2*this->getRotationThrust()); |
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66 | //this->addTemplate("towerturret1"); |
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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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75 | |
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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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