Changeset 10335 for code/branches
- Timestamp:
- Mar 26, 2015, 3:26:26 PM (10 years ago)
- Location:
- code/branches/towerdefenseFS15
- Files:
-
- 7 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/towerdefenseFS15/data/levels/templates/enemytowerdefense.oxt
r10262 r10335 167 167 maxhealth = 200 168 168 initialhealth = 100 169 169 170 170 shieldhealth = 30 171 171 initialshieldhealth = 30 -
code/branches/towerdefenseFS15/data/levels/templates/towerdefensetower.oxt
r10325 r10335 20 20 21 21 <controller> 22 <TurretController />22 <TurretController team = 1/> 23 23 </controller> 24 24 … … 26 26 <attached> 27 27 28 <Model position="0,0,0" scale=45 mesh="Tower.mesh" /> 29 <Turret 28 <!--Turret 30 29 31 30 explosionchunks = 6 … … 45 44 46 45 47 </Turret >46 </Turret--> 48 47 </attached> 49 48 -
code/branches/towerdefenseFS15/data/levels/towerDefense.oxw
r10325 r10335 29 29 <Pawn team=1> 30 30 <camerapositions> 31 <CameraPosition position=" 0,0,1500"/>31 <CameraPosition position="-2000,0,1500"/> 32 32 </camerapositions> 33 33 </Pawn> … … 59 59 60 60 <!-- Spawns the camera, attached to a crate --> 61 <SpawnPoint team=1 position=" 0,0,0" spawnclass=Pawnpawndesign=centerpointmark />61 <SpawnPoint team=1 position="2000,0,0" pawndesign=centerpointmark /> 62 62 <!--TeamSpawnPoint team=1 position="-7,7,4" direction="-1,0,0" roll=90 yaw=0 spawnclass=SpaceShip pawndesign=spaceshipassff /--> 63 63 … … 69 69 70 70 <!--invisible entity to attach towers to, since playfield is static and towers are dynamic--> 71 <StaticEntity team =1position=0,0,0>71 <StaticEntity position=0,0,0> 72 72 73 73 <attached> … … 105 105 collisionType=dynamic 106 106 mass=100000 107 team=1108 107 /> 109 108 -
code/branches/towerdefenseFS15/src/modules/towerdefense/TowerDefense.cc
r10325 r10335 154 154 //set initial credits, lifes and WaveNumber 155 155 this->setCredit(1000); 156 this->setLifes( 25);156 this->setLifes(100); 157 157 this->setWaveNumber(0); 158 158 time=0.0; … … 194 194 } 195 195 196 en1->setTeam(2); 196 197 en1->getController(); 197 198 en1->setPosition(path.at(0)->get3dcoordinate()); … … 276 277 towermatrix [x][y]=true; 277 278 279 //Create Model 280 Model* newtowermodel = new Model(this->center_->getContext()); 281 newtowermodel->setMeshSource("Tower.mesh"); 282 newtowermodel->setScale(45); 283 newtowermodel->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 50); 284 285 286 278 287 //Creates tower 279 288 TowerDefenseTower* towernew = new TowerDefenseTower(this->center_->getContext()); 280 towernew->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 75);289 towernew->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 275); 281 290 towernew->setGame(this); 291 towernew->setTeam(1); 282 292 } 283 293 -
code/branches/towerdefenseFS15/src/modules/towerdefense/TowerDefenseTower.cc
r10325 r10335 41 41 } 42 42 43 /* 43 44 void TowerDefenseTower::setOrientation(const Quaternion& orientation) 44 45 { … … 56 57 { 57 58 } 59 */ 58 60 59 61 bool TowerDefenseTower::upgradeTower() -
code/branches/towerdefenseFS15/src/modules/towerdefense/TowerDefenseTower.h
r10319 r10335 38 38 39 39 // Overriding these to stop TowerDefenseTowers from spasing out 40 /* 40 41 void setOrientation(const Quaternion& orientation); 41 42 virtual void rotateYaw(const Vector2& value); 42 43 virtual void rotatePitch(const Vector2& value); 43 44 virtual void rotateRoll(const Vector2& value); 45 */ 44 46 virtual bool upgradeTower(); 45 47 -
code/branches/towerdefenseFS15/src/orxonox/controllers/FormationController.cc
r9800 r10335 956 956 bool FormationController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype) 957 957 { 958 959 958 960 if (entity1 == entity2) 959 961 return true;
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