- Timestamp:
- Sep 15, 2015, 2:20:34 PM (9 years ago)
- Location:
- code/branches/towerdefenseFabien
- Files:
-
- 4 added
- 9 deleted
- 12 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/towerdefenseFabien/data/levels/towerDefense.oxw
r10258 r10586 15 15 include("towerdefenseHUD.oxo") 16 16 include("templates/lodInformation.oxt") 17 ?> 18 19 <?lua 17 include("includes/weaponSettingsTurret.oxi") 20 18 include("templates/spaceshipAssff.oxt") 21 include("templates/spaceshipPirate.oxt")22 include("templates/tower.oxt")23 include("templates/enemytowerdefense.oxt")24 19 include("templates/standardTurret.oxt") 25 20 ?> 26 21 27 <!-- Specify the position of the camera --> 28 <Template name=centerpointmarkcamera defaults=0> 29 <Pawn team=1> 22 <Template name=selectercameras defaults=0> 23 <TowerDefenseSelecter> 30 24 <camerapositions> 31 <CameraPosition position="0,0,1 500"/>25 <CameraPosition position="0,0,1300" lookat="0,0,0" absolute=true drag=true mouselook=true/> 32 26 </camerapositions> 33 </Pawn> 34 </Template> 35 36 <!-- Loads a mesh to mark the center--> 37 <Template name=centerpointmark> 38 <Pawn team=1 camerapositiontemplate=centerpointmarkcamera> 27 </TowerDefenseSelecter> 28 </Template> 29 30 <Template name=selectertemplate> 31 <TowerDefenseSelecter team=0 camerapositiontemplate=selectercameras> 39 32 <attached> 40 <Model position="0,0,0" mesh="cylinder.mesh" scale3D="1,1,1" /> <!-- the camera is attached to this -->33 <Model position="0,0,0" pitch=90 mesh="TD_Selection.mesh" scale=25/> 41 34 </attached> 42 </Pawn> 43 </Template> 44 45 46 <!-- Template for a tower EDIT: new towertemplate is included with "templates/tower" --> 47 <!--Template name=towertemplate> 48 <Tower> 35 </TowerDefenseSelecter> 36 </Template> 37 38 <Template name=tower1template> 39 <TowerDefenseTower 40 explosionchunks=6 41 reloadrate=10 42 reloadwaittime=5 43 collisionType="none" 44 pitch="0" 45 yaw="0" 46 roll="0" 47 maxPitch=360 48 maxYaw=360 49 maxAttackRadius=1000 50 minAttackRadius=0 51 team=0 52 > 53 <controller> 54 <TurretController team = 0/> 55 </controller> 56 <weaponslots> 57 <WeaponSlot position="0,0,0" /> 58 </weaponslots> 59 <weaponsets> 60 <WeaponSet firemode=0 /> 61 </weaponsets> 62 <weapons> 63 <WeaponPack> 64 <links> 65 <DefaultWeaponmodeLink firemode=0 weaponmode=0 /> 66 </links> 67 <Weapon> 68 <HsW01 mode=0 munitionpershot=0 muzzleoffset="0,0,-30" damage=2 shielddamage=1 material="Flares/point_lensflare" delay=0/> 69 </Weapon> 70 </WeaponPack> 71 </weapons> 72 </TowerDefenseTower> 73 </Template> 74 75 <Template name=tower2template> 76 <TowerDefenseTower 77 explosionchunks=6 78 reloadrate=10 79 reloadwaittime=5 80 collisionType="none" 81 pitch="0" 82 yaw="0" 83 roll="0" 84 maxPitch=360 85 maxYaw=360 86 maxAttackRadius=1000 87 minAttackRadius=0 88 team=0 89 > 90 <controller> 91 <TurretController team = 0/> 92 </controller> 93 <weaponslots> 94 <WeaponSlot position="0,0,0" /> 95 </weaponslots> 96 <weaponsets> 97 <WeaponSet firemode=0 /> 98 </weaponsets> 99 <weapons> 100 <WeaponPack> 101 <links> 102 <DefaultWeaponmodeLink firemode=0 weaponmode=0 /> 103 </links> 104 <Weapon> 105 <LightningGun mode=0 munitionpershot=0 muzzleoffset="0,0,-30" damage=2 shielddamage=4 /> 106 </Weapon> 107 </WeaponPack> 108 </weapons> 49 109 <attached> 50 <Model position="0,0,0" scale=0.25 mesh="Tower_ME.mesh" /> 110 <Backlight position="0,-100,0" scale=2.0 colour="0.4, 0.0, 1.0" width=10 length=500 lifetime=0.3 elements=20 trailmaterial="Trail/backlighttrail" material="Examples/Flare" loop=1 /> 111 </attached> 112 </TowerDefenseTower> 113 </Template> 114 115 <Template name=tower3template> 116 <TowerDefenseTower 117 explosionchunks=6 118 reloadrate=10 119 reloadwaittime=5 120 collisionType="none" 121 pitch="0" 122 yaw="0" 123 roll="0" 124 maxPitch=360 125 maxYaw=360 126 maxAttackRadius=1000 127 minAttackRadius=0 128 team=0 129 > 130 <controller> 131 <TurretController team = 0/> 132 </controller> 133 <weaponslots> 134 <WeaponSlot position="0,0,0" /> 135 </weaponslots> 136 <weaponsets> 137 <WeaponSet firemode=0 /> 138 </weaponsets> 139 <weapons> 140 <WeaponPack> 141 <links> 142 <DefaultWeaponmodeLink firemode=0 weaponmode=0 /> 143 </links> 144 <Weapon> 145 <EnergyDrink mode=0 munitionpershot=0 muzzleoffset="0,0,-30" damage=2 shielddamage=4 /> 146 </Weapon> 147 </WeaponPack> 148 </weapons> 149 </TowerDefenseTower> 150 </Template> 151 152 <Template name=tower4template> 153 <TowerDefenseTower 154 explosionchunks=6 155 reloadrate=10 156 reloadwaittime=5 157 collisionType="none" 158 pitch="0" 159 yaw="0" 160 roll="0" 161 maxPitch=360 162 maxYaw=360 163 maxAttackRadius=1000 164 minAttackRadius=0 165 team=0 166 > 167 <controller> 168 <TurretController team = 0/> 169 </controller> 170 <weaponslots> 171 <WeaponSlot position="0,0,0" /> 172 </weaponslots> 173 <weaponsets> 174 <WeaponSet firemode=0 /> 175 </weaponsets> 176 <weapons> 177 <WeaponPack> 178 <links> 179 <DefaultWeaponmodeLink firemode=0 weaponmode=0 /> 180 </links> 181 <Weapon> 182 <FusionFire mode=0 munitionpershot=0 muzzleoffset="0,0,-30" damage=2 shielddamage=4 /> 183 </Weapon> 184 </WeaponPack> 185 </weapons> 186 <attached> 187 <ParticleSpawner position="0,-100,0" source="Orxonox/sparks" lifetime=3.0 autostart=1 loop=1 /> 51 188 </attached> 52 </Tower> 53 </Template--> 54 55 56 57 189 </TowerDefenseTower> 190 </Template> 191 192 <Template name=tower5template> 193 <TowerDefenseTower 194 explosionchunks=6 195 reloadrate=10 196 reloadwaittime=5 197 collisionType="none" 198 pitch="0" 199 yaw="0" 200 roll="0" 201 maxPitch=360 202 maxYaw=360 203 maxAttackRadius=1000 204 minAttackRadius=0 205 team=0 206 > 207 <controller> 208 <TurretController team = 0/> 209 </controller> 210 <weaponslots> 211 <WeaponSlot position="0,0,0" /> 212 </weaponslots> 213 <weaponsets> 214 <WeaponSet firemode=0 /> 215 </weaponsets> 216 <weapons> 217 <WeaponPack> 218 <links> 219 <DefaultWeaponmodeLink firemode=0 weaponmode=0 /> 220 </links> 221 <Weapon> 222 <LaserFire mode=0 munitionpershot=0 muzzleoffset="0,0,-30" damage=2 shielddamage=4 /> 223 </Weapon> 224 </WeaponPack> 225 </weapons> 226 </TowerDefenseTower> 227 </Template> 228 229 <Template name=enemytowerdefense1> 230 <TowerDefenseEnemy 231 hudtemplate = spaceshiphud 232 camerapositiontemplate = spaceshipassffcameras 233 spawnparticlesource = "Orxonox/fairytwirl" 234 spawnparticleduration = 3 235 explosionchunks = 6 236 237 health = 1 238 maxhealth = 2 239 initialhealth = 1 240 241 shieldhealth = 30 242 initialshieldhealth = 30 243 maxshieldhealth = 50 244 shieldabsorption = 0.8 245 reloadrate = 1 246 reloadwaittime = 1 247 248 primaryThrust = 100 249 auxilaryThrust = 30 250 rotationThrust = 50 251 252 lift = 1; 253 stallSpeed = 220; 254 255 boostPower = 15 256 boostPowerRate = 1 257 boostRate = 5 258 boostCooldownDuration = 10 259 260 shakeFrequency = 15 261 shakeAmplitude = 9 262 263 collisionType = "dynamic" 264 mass = 100 265 linearDamping = 0.7 266 angularDamping = 0.9999999 267 268 explosionSound = "sounds/Explosion2.ogg" 269 > 270 271 <engines> 272 <MultiStateEngine position=" 7.6, 0, 6" template=spaceshipassffengine /> 273 <MultiStateEngine position="-7.6, 0, 0" template=spaceshipassffengine /> 274 </engines> 275 <attached> 276 <Model position="0,0,0" yaw=90 pitch=90 roll=0 scale=4 mesh="assff.mesh" /> 277 <BlinkingBillboard position="17,-1.5,0" material="Examples/Flare" colour="1.0, 0.5, 0.3" amplitude=0.1 frequency=0.5 quadratic=1 /> 278 <BlinkingBillboard position="-17,-1.5,0" material="Examples/Flare" colour="0.5, 1.0, 0.3" amplitude=0.1 frequency=0.5 phase=180 quadratic=1 /> 279 </attached> 280 <collisionShapes> 281 <BoxCollisionShape position="0,0,0" halfExtents="10, 3, 5" /> 282 <BoxCollisionShape position="13,-1.3,0" halfExtents="3, 1, 2" /> 283 <BoxCollisionShape position="-13,-1.3,0" halfExtents="3, 1, 2" /> 284 <BoxCollisionShape position="0,0,7" halfExtents="3, 2, 2" /> 285 <BoxCollisionShape position="0,0.1,-11" halfExtents="2.2, 1.8, 6" /> 286 <BoxCollisionShape position="0,0.1,-19" halfExtents="1.4, 1, 2" /> 287 </collisionShapes> 288 <controller> 289 <WaypointController accuracy=60> 290 </WaypointController> 291 </controller> 292 </TowerDefenseEnemy> 293 </Template> 294 295 <Template name=enemytowerdefense2> 296 <TowerDefenseEnemy 297 hudtemplate = spaceshiphud 298 camerapositiontemplate = spaceshipassffcameras 299 spawnparticlesource = "Orxonox/fairytwirl" 300 spawnparticleduration = 3 301 explosionchunks = 6 302 303 health = 100 304 maxhealth = 200 305 initialhealth = 100 306 307 shieldhealth = 30 308 initialshieldhealth = 30 309 maxshieldhealth = 50 310 shieldabsorption = 0.8 311 reloadrate = 1 312 reloadwaittime = 1 313 314 primaryThrust = 100 315 auxilaryThrust = 30 316 rotationThrust = 50 317 318 lift = 1; 319 stallSpeed = 220; 320 321 boostPower = 15 322 boostPowerRate = 1 323 boostRate = 5 324 boostCooldownDuration = 10 325 326 shakeFrequency = 15 327 shakeAmplitude = 9 328 329 collisionType = "dynamic" 330 mass = 100 331 linearDamping = 0.7 332 angularDamping = 0.9999999 333 334 explosionSound = "sounds/Explosion2.ogg" 335 > 336 337 <engines> 338 <Engine position=" 0, 0, 0" 339 boostfactor = 2 340 speedfront = 150 341 speedback = 50 342 speedleftright = 50 343 speedupdown = 50 344 accelerationfront = 500 345 accelerationbrake = 500 346 accelerationback = 125 347 accelerationleftright = 125 348 accelerationupdown = 125 349 /> 350 </engines> 351 <attached> 352 <Model position="0,0,0" yaw=0 pitch=0 roll=0 scale=2.5 mesh="JumpEnemy3.mesh" /> 353 </attached> 354 <collisionShapes> 355 <BoxCollisionShape position="0,0,0" halfExtents="10, 3, 5" /> 356 <BoxCollisionShape position="13,-1.3,0" halfExtents="3, 1, 2" /> 357 <BoxCollisionShape position="-13,-1.3,0" halfExtents="3, 1, 2" /> 358 <BoxCollisionShape position="0,0,7" halfExtents="3, 2, 2" /> 359 <BoxCollisionShape position="0,0.1,-11" halfExtents="2.2, 1.8, 6" /> 360 <BoxCollisionShape position="0,0.1,-19" halfExtents="1.4, 1, 2" /> 361 </collisionShapes> 362 <controller> 363 <WaypointController accuracy=60> 364 </WaypointController> 365 </controller> 366 </TowerDefenseEnemy> 367 </Template> 368 369 <Template name=enemytowerdefense3> 370 <TowerDefenseEnemy 371 hudtemplate = spaceshiphud 372 camerapositiontemplate = spaceshipassffcameras 373 spawnparticlesource = "Orxonox/fairytwirl" 374 spawnparticleduration = 3 375 explosionchunks = 6 376 377 health = 100 378 maxhealth = 200 379 initialhealth = 100 380 381 shieldhealth = 30 382 initialshieldhealth = 30 383 maxshieldhealth = 50 384 shieldabsorption = 0.8 385 reloadrate = 1 386 reloadwaittime = 1 387 388 primaryThrust = 100 389 auxilaryThrust = 30 390 rotationThrust = 50 391 392 lift = 1; 393 stallSpeed = 220; 394 395 boostPower = 15 396 boostPowerRate = 1 397 boostRate = 5 398 boostCooldownDuration = 10 399 400 shakeFrequency = 15 401 shakeAmplitude = 9 402 403 collisionType = "dynamic" 404 mass = 100 405 linearDamping = 0.7 406 angularDamping = 0.9999999 407 408 explosionSound = "sounds/Explosion2.ogg" 409 > 410 411 <engines> 412 <Engine position=" 0, 0, 0" 413 boostfactor = 2 414 speedfront = 150 415 speedback = 50 416 speedleftright = 50 417 speedupdown = 50 418 accelerationfront = 500 419 accelerationbrake = 500 420 accelerationback = 125 421 accelerationleftright = 125 422 accelerationupdown = 125 423 /> 424 </engines> 425 <attached> 426 <Model position="0,0,0" yaw=0 pitch=0 roll=0 scale=2.5 mesh="JumpEnemy4.mesh" /> 427 </attached> 428 <collisionShapes> 429 <BoxCollisionShape position="0,0,0" halfExtents="10, 3, 5" /> 430 <BoxCollisionShape position="13,-1.3,0" halfExtents="3, 1, 2" /> 431 <BoxCollisionShape position="-13,-1.3,0" halfExtents="3, 1, 2" /> 432 <BoxCollisionShape position="0,0,7" halfExtents="3, 2, 2" /> 433 <BoxCollisionShape position="0,0.1,-11" halfExtents="2.2, 1.8, 6" /> 434 <BoxCollisionShape position="0,0.1,-19" halfExtents="1.4, 1, 2" /> 435 </collisionShapes> 436 <controller> 437 <WaypointController accuracy=60> 438 </WaypointController> 439 </controller> 440 </TowerDefenseEnemy> 441 </Template> 58 442 59 443 <Level gametype = "TowerDefense"> … … 71 455 <Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0, 0.9, 0.9, 1.0" specular="1.0, 0.9, 0.9, 1.0"/> 72 456 73 <!-- Spawns the camera, attached to a crate --> 74 <SpawnPoint team=1 position="0,0,0" spawnclass=Pawn pawndesign=centerpointmark /> 75 <!--TeamSpawnPoint team=1 position="-7,7,4" direction="-1,0,0" roll=90 yaw=0 spawnclass=SpaceShip pawndesign=spaceshipassff /--> 76 77 <!--SpawnPoint team=1 position="0,0,10" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff /--> 78 <!--SpawnPoint team=0 position="0,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff /--> 79 80 81 82 83 <!--invisible entity to attach towers to, since playfield is static and towers are dynamic--> 84 <StaticEntity team =1 position=0,0,0> 85 86 <attached> 87 <Model position="-50,-50,0" mesh="Playfield_ME.mesh" scale=80 /> 88 <!-- Base --> 89 <Model position="500,700,100" mesh="sphere.mesh" scale=80 /> 90 <!--Model position="0,0,0" mesh="crate.mesh" scale3D="3,3,3" /--> <!-- Only temporary needed to help align the collisionshape --> 91 <!-- This was used to mark the playfield, let's let it be here for now --> 92 <!--Model position="-8,8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /--> 93 <!--Model position="-8,-8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /--> 94 <!--Model position="8,-8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /--> 95 <!--Model position="8,8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /--> 96 </attached> 97 <collisionShapes> <!-- The collisionshape forbids other worldentities that have a collisionShape to fly through it. 98 99 TODO: Find correct size for the collisionshape; since a collisionShape is invisible 100 I added the crate wich currently has the same dimensions as the collisionshape. 101 You have to adjust the crate's scale3D as well as the collisionshape's halfExtens to 102 find the proper shape. --> 103 <BoxCollisionShape position="0,0,0" halfExtents="400,400,100" /> 104 </collisionShapes> 105 </StaticEntity> 106 107 108 457 <SpawnPoint team=0 position="0,0,0"/> 458 459 <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_S1.mesh" scale=25/> 460 <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_S2.mesh" scale=25/> 461 <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_S3.mesh" scale=25/> 462 <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_S4.mesh" scale=25/> 463 <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_S5.mesh" scale=25/> 464 <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_T1.mesh" scale=25/> 465 <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_T2.mesh" scale=25/> 466 <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_T3.mesh" scale=25/> 467 <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_T4.mesh" scale=25/> 468 <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_T5.mesh" scale=25/> 469 <Model position="0,0,-1000" pitch=90 lodLevel=1 mesh="TD_F1.mesh" scale=25/> 109 470 110 471 <!-- PlayField --> 111 472 <TowerDefenseCenterpoint 112 473 name=towerdefensecenter 474 selecterTemplate=selectertemplate 475 tower1Template=tower1template 476 tower2Template=tower2template 477 tower3Template=tower3template 478 tower4Template=tower4template 479 tower5Template=tower5template 480 tower1Cost=100 481 tower2Cost=100 482 tower3Cost=100 483 tower4Cost=100 484 tower5Cost=100 485 fields="F1F1F1R1I1I1I1I1O1F1F1F1F1F1F1F1 486 F1F1F1I2F1F1F1F1F1F1F1F1F1F1F1F1 487 F1F1F1I2F1F1F1F1F1F1F1F1F1F1F1F1 488 F1F1F1I2F1F1F1F1F1F1F1F1F1F1F1F1 489 F1F1F1I2F1F1F1F1F1F1F1F1F1F1F1F1 490 F1F1F1I2F1F1F1F1F1F1F1F1F1F1F1F1 491 F1F1F1R2I3I3I3I3L3F1F1F1F1F1F1F1 492 F1F1F1F1F1F1F1F1I2F1F1F1F1F1F1F1 493 F1F1F1F1F1F1F1F1I2F1F1F1F1F1F1F1 494 X1I1I1I1R0F1F1F1I2F1F1F1F1F1F1F1 495 F1F1F1F1I0F1F1F1I2F1F1F1F1F1F1F1 496 F1F1F1F1I0F1F1F1I2F1F1F1F1F1F1F1 497 F1F1F1F1L1I1I1I1L2F1F1F1F1F1F1F1 498 F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1 499 F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1 500 F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1" 113 501 width=16 114 502 height=16 115 503 tileScale=100 116 towerTemplate=tower117 504 position="0,0,0" 118 505 direction="0,0,0" 119 506 collisionType=dynamic 120 507 mass=100000 121 team=1 122 /> 508 > 509 <camerapositions> 510 <CameraPosition position="0,0,1400" lookat="0,0,0" absolute=true /> 511 </camerapositions> 512 </TowerDefenseCenterpoint> 123 513 124 514 </Scene> -
code/branches/towerdefenseFabien/src/modules/towerdefense/CMakeLists.txt
r10258 r10586 2 2 TowerDefense.cc 3 3 TowerDefenseTower.cc 4 TowerTurret.cc5 4 TowerDefenseCenterpoint.cc 6 5 TowerDefenseHUDController.cc … … 8 7 TDCoordinate.cc 9 8 TowerDefenseEnemy.cc 10 9 TowerDefenseSelecter.cc 10 TowerDefenseField.cc 11 TDCoordinate.cc 11 12 ) 12 13 … … 17 18 orxonox 18 19 overlays 20 objects 19 21 SOURCE_FILES ${TOWERDEFENSE_SRC_FILES} 20 22 ) -
code/branches/towerdefenseFabien/src/modules/towerdefense/TDCoordinate.cc
r10258 r10586 8 8 namespace orxonox 9 9 { 10 //RegisterClass(TDCoordinate);11 12 10 /** 13 11 @brief 14 Constructor. Registers and initializes the object.12 Constructor. Sets the default coordinates: (0,0) 15 13 */ 16 14 TDCoordinate::TDCoordinate() 17 15 { 18 //RegisterObject(TDCoordinate); 19 x=0; 20 y=0; 21 16 Set(0,0); 22 17 } 23 18 24 19 TDCoordinate::TDCoordinate(int x, int y) 25 { 26 this->x=x; 27 this->y=y; 20 { 21 Set(x,y); 22 } 23 24 void TDCoordinate::Set(int x, int y) 25 { 26 if (x < 0) 27 { 28 _x = 0; 29 } 30 else if (x > 15) 31 { 32 _x = 15; 33 } 34 else 35 { 36 _x = x; 37 } 38 39 if (y < 0) 40 { 41 _y = 0; 42 } 43 else if (y > 15) 44 { 45 _y = 15; 46 } 47 else 48 { 49 _y = y; 50 } 51 } 52 53 int TDCoordinate::GetX() 54 { 55 return _x; 56 } 57 58 int TDCoordinate::GetY() 59 { 60 return _y; 28 61 } 29 62 … … 34 67 35 68 Vector3 *coord = new Vector3(); 36 coord->x= ( x-8) * tileScale;37 coord->y= ( y-8) * tileScale;38 coord->z= 100;69 coord->x= (_x-8) * tileScale; 70 coord->y= (_y-8) * tileScale; 71 coord->z=0; 39 72 40 73 return *coord; -
code/branches/towerdefenseFabien/src/modules/towerdefense/TDCoordinate.h
r10258 r10586 13 13 //Class to save the Coordinates in a class instead of struct 14 14 //Convert 2d coordinates to 3d in order to set waypoints 15 class _TowerDefenseExport TDCoordinate : public OrxonoxClass15 class _TowerDefenseExport TDCoordinate 16 16 { 17 17 public: 18 int x; 19 int y; 18 TDCoordinate(); 19 TDCoordinate(int x, int y); 20 virtual ~TDCoordinate() {}; 21 virtual void Set(int x, int y); 22 virtual int GetX(); 23 virtual int GetY(); 24 virtual Vector3 get3dcoordinate(); 20 25 21 TDCoordinate(); 22 23 Vector3 get3dcoordinate(); 24 25 virtual ~TDCoordinate() {}; 26 27 TDCoordinate(int x, int y); 26 private: 27 int _x; 28 int _y; 28 29 }; 29 30 -
code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefense.cc
r10258 r10586 37 37 * 38 38 * 39 *40 39 *TIPP: Eclipse hilft euch schnell auf bereits vorhanden Funktionen zuzugreifen: 41 40 * einfach "this->" eingeben und kurz warten. Dann tauch eine Liste mit Vorschlägen auf. Wenn ihr jetzt weiter … … 76 75 #include "TowerDefenseTower.h" 77 76 #include "TowerDefenseCenterpoint.h" 78 //#include "TDCoordinate.h"79 #include "TowerTurret.h"80 77 #include "worldentities/SpawnPoint.h" 81 #include "worldentities/pawns/Pawn.h"82 #include "worldentities/pawns/SpaceShip.h"83 78 #include "controllers/WaypointController.h" 84 79 #include "graphics/Model.h" … … 89 84 #include "core/command/ConsoleCommand.h" 90 85 86 91 87 namespace orxonox 92 88 { 89 static const std::string __CC_addTower_name = "addTower"; 90 static const std::string __CC_upgradeTower_name = "upgradeTower"; 91 92 SetConsoleCommand("TowerDefense", __CC_addTower_name, &TowerDefense::addTower ).addShortcut().defaultValues(1); 93 SetConsoleCommand("TowerDefense", __CC_upgradeTower_name, &TowerDefense::upgradeTower).addShortcut().defaultValues(0); 94 93 95 RegisterUnloadableClass(TowerDefense); 94 96 95 TowerDefense::TowerDefense(Context* context) : Deathmatch(context)97 TowerDefense::TowerDefense(Context* context) : TeamDeathmatch(context) 96 98 { 97 99 RegisterObject(TowerDefense); 98 /* 99 for (int i=0; i < 16 ; i++){ 100 for (int j = 0; j< 16 ; j++){ 101 towermatrix[i][j] = NULL; 102 } 103 }*/ 104 100 101 selecter = NULL; 102 this->player_ = NULL; 105 103 this->setHUDTemplate("TowerDefenseHUD"); 104 this->nextwaveTimer_.setTimer(10, false, createExecutor(createFunctor(&TowerDefense::nextwave, this))); 105 this->nextwaveTimer_.stopTimer(); 106 this->waves_ = 0; 107 this->time = 0; 108 this->credit_ = 0; 109 this->lifes_ = 0; 106 110 107 111 //this->stats_ = new TowerDefensePlayerStats(); 108 112 109 /* Temporary hack to allow the player to add towers and upgrade them */ 110 this->dedicatedAddTower_ = createConsoleCommand( "addTower", createExecutor( createFunctor(&TowerDefense::addTower, this) ) ); 111 this->dedicatedUpgradeTower_ = createConsoleCommand( "upgradeTower", createExecutor( createFunctor(&TowerDefense::upgradeTower, this) ) ); 113 ModifyConsoleCommand(__CC_addTower_name).setObject(this); 114 ModifyConsoleCommand(__CC_upgradeTower_name).setObject(this); 112 115 } 113 116 114 117 TowerDefense::~TowerDefense() 115 { 116 /* Part of a temporary hack to allow the player to add towers */ 118 { /* Part of a temporary hack to allow the player to add towers */ 117 119 if (this->isInitialized()) 118 120 { 119 if( this->dedicatedAddTower_ )120 delete this->dedicatedAddTower_;121 ModifyConsoleCommand(__CC_addTower_name).setObject(NULL); 122 ModifyConsoleCommand(__CC_upgradeTower_name).setObject(NULL); 121 123 } 122 124 } … … 124 126 void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint) 125 127 { 126 orxout() << "Centerpoint now setting..." << endl;127 128 this->center_ = centerpoint; 128 orxout() << "Centerpoint now set..." << endl;129 129 } 130 130 131 131 void TowerDefense::start() 132 { 133 134 Deathmatch::start(); 135 136 // Waypoints: [1,3] [10,3] [10,11] [13,11] -> add the points to a matrix so the player cant place towers on the path 137 for (int i=0; i < 16 ; i++){ 138 for (int j = 0; j< 16 ; j++){ 139 towermatrix[i][j] = false; 140 } 141 } 142 143 for (int k=0; k<3; k++) 144 towermatrix[1][k]=true; 145 for (int l=1; l<11; l++) 146 towermatrix[l][3]=true; 147 for (int m=3; m<12; m++) 148 towermatrix[10][m]=true; 149 for (int n=10; n<14; n++) 150 towermatrix[n][11]=true; 151 for (int o=13; o<16; o++) 152 towermatrix[13][o]=true; 132 { 133 if (center_ != NULL) // There needs to be a TowerDefenseCenterpoint, i.e. the area the game takes place. 134 { 135 if (selecter == NULL) 136 { 137 selecter = new TowerDefenseSelecter(this->center_->getContext()); 138 } 139 selecter->addTemplate(center_->getSelecterTemplate()); 140 center_->attach(selecter); 141 } 142 else // If no centerpoint was specified, an error is thrown and the level is exited. 143 { 144 orxout(internal_error) << "Jump: No Centerpoint specified." << endl; 145 return; 146 } 147 148 enemies_.clear(); 149 150 createFields(); 151 152 TeamDeathmatch::start(); 153 154 // Waypoints: [1,3] [10,3] [10,11] [13,11] -> add the points to a matrix so the player cant place towers on the path 155 153 156 154 157 //set initial credits, lifes and WaveNumber 155 this->setCredit( 200);156 this->setLifes( 50);158 this->setCredit(1000); 159 this->setLifes(100); 157 160 this->setWaveNumber(0); 158 time=0.0; 159 160 //adds initial towers 161 for (int i=0; i <7; i++){ 162 addTower(i+3,4); 163 }/* 164 for (int j=0; j < 7; j++){ 165 addTower(9,j+5); 166 }*/ 161 time = 0.0; 167 162 } 168 163 169 164 // Generates a TowerDefenseEnemy. Uses Template "enemytowerdefense". Sets position at first waypoint of path. 170 void TowerDefense::addTowerDefenseEnemy(std::vector<TDCoordinate*> path, int templatenr){ 171 165 void TowerDefense::addTowerDefenseEnemy(int templatenr) 166 { 167 orxout() << "addTowerDefenseEnemy" << endl; 172 168 173 169 TowerDefenseEnemy* en1 = new TowerDefenseEnemy(this->center_->getContext()); … … 185 181 en1->setScale(2); 186 182 en1->setHealth(en1->getHealth() + this->getWaveNumber()*4); 187 // en1->setShieldHealth(en1->getShield() = this->getWaveNumber()*2))188 183 break; 189 184 … … 193 188 en1->setHealth(en1->getHealth() + this->getWaveNumber()*4); 194 189 break; 195 } 196 197 en1->getController(); 198 en1->setPosition(path.at(0)->get3dcoordinate()); 199 TowerDefenseEnemyvector.push_back(en1); 200 201 for(unsigned int i = 0; i < path.size(); ++i) 202 { 203 en1->addWaypoint((path.at(i))); 204 } 190 } 191 192 en1->setTeam(2); 193 194 //orxonox::WeakPtr<WaypointController> controller = new WaypointController(this->center_->getContext()); 195 //controller->setControllableEntity(en1); 196 //en1->setController(controller); 197 198 WaypointController* controller = (WaypointController*)(en1->getXMLController()); 199 200 if (controller != NULL && waypoints_.size() > 1) 201 { 202 en1->setPosition(waypoints_.at(0)->getPosition()); 203 en1->setOrientation(Vector3(0,0,10), Degree(0)); 204 en1->setDirection(Vector3(0,1,0)); 205 en1->lookAt(waypoints_.at(1)->getPosition()); 206 207 for (unsigned int i = 0; i < waypoints_.size(); ++ i) 208 { 209 orxonox::WeakPtr<MovableEntity> waypoint = new MovableEntity(this->center_->getContext()); 210 waypoint->setPosition(waypoints_.at(i)->getPosition()); 211 controller->addWaypoint(waypoints_.at(i)); 212 } 213 } 214 215 enemies_.push_back(en1); 205 216 } 206 217 … … 209 220 { 210 221 211 Deathmatch::end();222 TeamDeathmatch::end(); 212 223 ChatManager::message("Match is over! Gameover!"); 213 224 214 225 } 215 226 227 void TowerDefense::spawnPlayer(PlayerInfo* player) 228 { 229 assert(player); 230 player_ = player; 231 232 orxout() << "spawnPlayer" << endl; 233 234 if (selecter->getPlayer() == NULL) 235 { 236 player_->startControl(selecter); 237 players_[player].state_ = PlayerState::Alive; 238 } 239 } 240 241 /** 242 @brief 243 Get the player. 244 @return 245 Returns a pointer to the player. If there is no player, NULL is returned. 246 */ 247 PlayerInfo* TowerDefense::getPlayer(void) const 248 { 249 return this->player_; 250 } 251 216 252 //not working yet 217 void TowerDefense::upgradeTower(int x,int y) 218 {/* 219 const int upgradeCost = 20; 220 221 if (!this->hasEnoughCreditForTower(upgradeCost)) 222 { 223 orxout() << "not enough credit: " << (this->getCredit()) << " available, " << upgradeCost << " needed."; 224 return; 225 } 226 227 if (towermatrix [x][y] == NULL) 228 { 229 orxout() << "no tower on this position" << endl; 230 return; 231 } 232 233 else 234 { 235 (towermatrix [x][y])->upgradeTower(); 236 }*/ 253 void TowerDefense::addTower(int x,int y) 254 { 255 TDCoordinate* coord = new TDCoordinate(x,y); 256 x = coord->GetX(); 257 y = coord->GetY(); 258 259 int cost = center_->getTowerCost(1); 260 261 if (fields_[x][y]->isFree() == true && getCredit() >= cost) 262 { 263 payCredit(cost); 264 fields_[x][y]->createTower(1); 265 } 237 266 } 238 267 239 268 /*adds Tower at Position (x,y) and reduces credit and adds the point to the towermatrix. template ("towerturret") 240 269 so towers have ability if the turrets 241 242 270 */ 243 void TowerDefense::addTower(int x, int y) 244 { 245 const int towerCost = 20; 246 247 if (!this->hasEnoughCreditForTower(towerCost)) 248 { 249 orxout() << "not enough credit: " << (this->getCredit()) << " available, " << towerCost << " needed."; 271 272 void TowerDefense::upgradeTower(int x, int y) 273 { 274 TDCoordinate* coord = new TDCoordinate(x,y); 275 x = coord->GetX(); 276 y = coord->GetY(); 277 278 int cost = center_->getTowerCost(fields_[x][y]->getUpgrade() + 1); 279 280 if (fields_[x][y]->isFree() == false && fields_[x][y]->canUpgrade() == true && getCredit() >= cost) 281 { 282 payCredit(cost); 283 fields_[x][y]->upgrade(); 284 } 285 } 286 287 void TowerDefense::tick(float dt) 288 { 289 //orxout() << "tick1" << endl; 290 SUPER(TowerDefense, tick, dt); 291 //orxout() << "tick2" << endl; 292 293 if (hasStarted() == false || player_ == NULL) 294 { 250 295 return; 251 296 } 252 253 if (towermatrix [x][y]==true) 254 { 255 orxout() << "not possible to put tower here!!" << endl; 256 return; 257 } 258 259 /* 260 unsigned int width = this->center_->getWidth(); 261 unsigned int height = this->center_->getHeight(); 262 */ 263 264 int tileScale = (int) this->center_->getTileScale(); 265 266 if (x > 15 || y > 15 || x < 0 || y < 0) 267 { 268 //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet) 269 orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl; 270 return; 271 } 272 273 orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl; 274 275 //Reduce credit 276 this->buyTower(towerCost); 277 towermatrix [x][y]=true; 278 279 //Creates tower 280 TowerDefenseTower* towernew = new TowerDefenseTower(this->center_->getContext()); 281 towernew->addTemplate("towerturret"); 282 towernew->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 75); 283 towernew->setGame(this); 284 } 285 286 bool TowerDefense::hasEnoughCreditForTower(int towerCost) 287 { 288 return ((this->getCredit()) >= towerCost); 289 } 290 291 292 bool TowerDefense::hasEnoughCreditForUpgrade() 293 { 294 return true; 295 } 296 297 298 void TowerDefense::tick(float dt) 299 { 300 SUPER(TowerDefense, tick, dt); 301 time +=dt; 302 303 TDCoordinate* coord1 = new TDCoordinate(1,1); 304 std::vector<TDCoordinate*> path; 305 path.push_back(coord1); 306 if(time>1 && TowerDefenseEnemyvector.size() < 30) 297 time += dt; 298 299 //build/upgrade tower at selecter position 300 if (selecter != NULL && selecter->buildTower_ == true) 301 { 302 selecter->buildTower_ = false; 303 304 if (getField(selecter->selectedPos_)->canUpgrade() == true) 305 { 306 upgradeTower(selecter->selectedPos_->GetX(), selecter->selectedPos_->GetY()); 307 } 308 else 309 { 310 addTower(selecter->selectedPos_->GetX(), selecter->selectedPos_->GetY()); 311 } 312 } 313 314 if (time >= 1.3 * enemies_.size() && enemies_.size() < 10) 307 315 { 308 316 //adds different types of enemys depending on the WaveNumber 309 addTowerDefenseEnemy(path, this->getWaveNumber() % 3 +1 ); 310 time = time-1; 311 } 312 313 Vector3* endpoint = new Vector3(500, 700, 150); 317 addTowerDefenseEnemy(this->getWaveNumber() % 3 +1 ); 318 } 319 314 320 //if ships are at the end they get destroyed 315 for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i) 316 { 317 if(TowerDefenseEnemyvector.at(i) != NULL && TowerDefenseEnemyvector.at(i)->isAlive()) 318 { 319 //destroys enemys at the end of teh path and reduces the life by 1. no credits gifted 320 321 Vector3 ship = TowerDefenseEnemyvector.at(i)->getRVWorldPosition(); 322 float distance = ship.distance(*endpoint); 323 324 if(distance <50){ 325 TowerDefenseEnemyvector.at(i)->destroy(); 326 this->reduceLifes(1); 327 this->buyTower(1); 328 if (this->getLifes()==0) 329 { 330 this->end(); 331 } 321 322 std::vector<orxonox::WeakPtr<TowerDefenseEnemy> >::iterator itBegin = enemies_.begin(); 323 std::vector<orxonox::WeakPtr<TowerDefenseEnemy> >::iterator it = itBegin; 324 std::vector<orxonox::WeakPtr<TowerDefenseEnemy> >::iterator itEnd = enemies_.end(); 325 326 while(it != itEnd) 327 { 328 //destroys enemys at the end of the path and reduces the life by 1. No credits gifted 329 Vector3 ship = (*it)->getRVWorldPosition(); 330 float distance = ship.distance(endpoint_); 331 if(distance < 50) 332 { 333 std::vector<orxonox::WeakPtr<TowerDefenseEnemy> >::iterator itTemp = it; 334 ++ it; 335 orxout() << "enemy deleted" << endl; 336 enemies_.erase(itTemp); 337 (*itTemp)->destroy(); 338 this->reduceLifes(1); 339 if (this->getLifes() == 0) 340 { 341 this->end(); 332 342 } 333 343 } 334 } 335 //goes thorugh vector to see if an enemy is still alive. if not next wave is launched 336 int count= 0; 337 for(unsigned int i =0; i < TowerDefenseEnemyvector.size(); ++i) 338 { 339 if(TowerDefenseEnemyvector.at(i)!= NULL) 340 { 341 ++count; 342 } 343 } 344 345 if(count== 0) 346 { 347 time2 +=dt; 348 if(time2 > 10) 349 { 350 TowerDefenseEnemyvector.clear(); 351 this->nextwave(); 352 time=0; 353 time2=0; 354 } 355 } 356 357 358 } 359 360 // Function to test if we can add waypoints using code only. Doesn't work yet 361 362 // THE PROBLEM: WaypointController's getControllableEntity() returns null, so it won't track. How do we get the controlableEntity to NOT BE NULL??? 363 /* 364 void TowerDefense::addWaypointsAndFirstEnemy() 365 { 366 SpaceShip *newShip = new SpaceShip(this->center_); 367 newShip->addTemplate("spaceshipassff"); 368 369 WaypointController *newController = new WaypointController(newShip); 370 newController->setAccuracy(3); 371 372 Model *wayPoint1 = new Model(newController); 373 wayPoint1->setMeshSource("crate.mesh"); 374 wayPoint1->setPosition(7,-7,5); 375 wayPoint1->setScale(0.2); 376 377 Model *wayPoint2 = new Model(newController); 378 wayPoint2->setMeshSource("crate.mesh"); 379 wayPoint2->setPosition(7,7,5); 380 wayPoint2->setScale(0.2); 381 382 newController->addWaypoint(wayPoint1); 383 newController->addWaypoint(wayPoint2); 384 385 // The following line causes the game to crash 386 387 newShip->setController(newController); 388 // newController -> getPlayer() -> startControl(newShip); 389 newShip->setPosition(-7,-7,5); 390 newShip->setScale(0.1); 391 //newShip->addSpeed(1); 392 393 394 395 // this->center_->attach(newShip); 396 } 397 */ 344 else 345 { 346 ++ it; 347 } 348 } 349 350 if (enemies_.size() == 0 && !this->nextwaveTimer_.isActive()) 351 { 352 this->nextwaveTimer_.startTimer(); 353 } 354 } 355 356 void TowerDefense::createFields() 357 { 358 assert(center_); 359 TDCoordinate coord(0,0); 360 TDCoordinate startCoord(0,0); 361 362 std::string fields = center_->getFields(); 363 int pos = 0; 364 for (int j = 15; j >= 0; --j) 365 { 366 for (int i = 0; i < 16; ++i) 367 { 368 coord.Set(i,j); 369 fields_[i][j] = new TowerDefenseField(center_->getContext()); 370 fields_[i][j]->setCenterpoint(center_); 371 center_->attach(fields_[i][j]); 372 fields_[i][j]->setPosition(coord.get3dcoordinate()); 373 fields_[i][j]->create(fields.at(pos), fields.at(pos+1)); 374 pos += 2; 375 if (fields_[i][j]->getType() == START) 376 { 377 startCoord.Set(i,j); 378 waypoints_.push_back(fields_[i][j]); 379 } 380 } 381 } 382 383 //Place waypoints along the street for the waypoint controllers of the enemies 384 TDCoordinate* thisCoord = &startCoord; 385 TDCoordinate* nextCoord; 386 while ((nextCoord = getNextStreetCoord(thisCoord)) != NULL) 387 { 388 waypoints_.push_back(fields_[nextCoord->GetX()][nextCoord->GetY()]); 389 thisCoord = nextCoord; 390 endpoint_ = nextCoord->get3dcoordinate(); 391 } 392 393 } 394 395 TDCoordinate* TowerDefense::getNextStreetCoord(TDCoordinate* thisCoord) 396 { 397 TowerDefenseField* thisField = fields_[thisCoord->GetX()][thisCoord->GetY()]; 398 TDCoordinate* nextCoord = new TDCoordinate(0,0); 399 400 if (thisField->getType() != STREET && thisField->getType() != START) 401 { 402 return NULL; 403 } 404 405 if (thisField->getAngle() == 0) 406 { 407 nextCoord->Set(thisCoord->GetX(), thisCoord->GetY() - 1); 408 } 409 else if (thisField->getAngle() == 1) 410 { 411 nextCoord->Set(thisCoord->GetX() + 1, thisCoord->GetY()); 412 } 413 else if (thisField->getAngle() == 2) 414 { 415 nextCoord->Set(thisCoord->GetX(), thisCoord->GetY() + 1); 416 } 417 else if (thisField->getAngle() == 3) 418 { 419 nextCoord->Set(thisCoord->GetX() - 1, thisCoord->GetY()); 420 } 421 422 if (thisCoord->GetX() != nextCoord->GetX() || thisCoord->GetY() != nextCoord->GetY()) 423 { 424 return nextCoord; 425 } 426 427 return NULL; 428 } 429 398 430 /* 399 431 void TowerDefense::playerEntered(PlayerInfo* player) 400 432 { 401 Deathmatch::playerEntered(player);433 TeamDeathmatch::playerEntered(player); 402 434 403 435 const std::string& message = player->getName() + " entered the game"; … … 407 439 bool TowerDefense::playerLeft(PlayerInfo* player) 408 440 { 409 bool valid_player = Deathmatch::playerLeft(player);441 bool valid_player = TeamDeathmatch::playerLeft(player); 410 442 411 443 if (valid_player) … … 437 469 } 438 470 439 Deathmatch::pawnKilled(victim, killer);471 TeamDeathmatch::pawnKilled(victim, killer); 440 472 } 441 473 -
code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefense.h
r10258 r10586 38 38 #define _TowerDefense_H__ 39 39 #include "TDCoordinate.h" 40 #include "TowerDefenseSelecter.h" 40 41 #include "towerdefense/TowerDefensePrereqs.h" 41 #include "gametypes/ Deathmatch.h"42 #include "gametypes/TeamDeathmatch.h" 42 43 #include "TowerDefenseEnemy.h" 43 44 #include "util/Output.h" 44 #include " core/object/WeakPtr.h"45 #include "TowerDefenseField.h" 45 46 46 47 namespace orxonox 47 48 { 48 class _TowerDefenseExport TowerDefense : public Deathmatch49 class _TowerDefenseExport TowerDefense : public TeamDeathmatch 49 50 { 50 51 public: 51 52 TowerDefense(Context* context); 52 virtual ~TowerDefense(); 53 54 std::vector<orxonox::WeakPtr<TowerDefenseEnemy> > TowerDefenseEnemyvector; 55 bool towermatrix[16][16]; 56 void addTowerDefenseEnemy(std::vector<TDCoordinate*> path, int templatenr); 53 virtual ~TowerDefense(); 54 void addTowerDefenseEnemy(int templatenr); 57 55 virtual void start(); //<! The function is called when the gametype starts 58 56 virtual void end(); 59 57 virtual void tick(float dt); 60 //virtual void playerEntered(PlayerInfo* player); 61 //virtual bool playerLeft(PlayerInfo* player); 62 //Player Stats (set,get, reduce) 58 virtual void spawnPlayer(PlayerInfo* player); 59 PlayerInfo* getPlayer(void) const; 63 60 int getCredit(){ return this->credit_; } 61 void payCredit(int pay){ this->credit_ -= pay; } 64 62 int getLifes(){ return this->lifes_; } 65 63 int getWaveNumber(){ return this->waves_; } … … 69 67 void buyTower(int cost){ credit_ -= cost;} 70 68 void addCredit(int credit) { credit_+=credit; } 71 void nextwave(){ waves_++;}69 void nextwave(){ enemies_.clear(); waves_++; time=0;} 72 70 int reduceLifes(int NumberofLifes){ return lifes_-=NumberofLifes; } 71 TowerDefenseField* getField(TDCoordinate* coord){ return fields_[coord->GetX()][coord->GetY()]; } 72 /* Called by TowerDefenseCenterpoint upon game start 73 The centerpoint is used to create towers 74 */ 75 void setCenterpoint(TowerDefenseCenterpoint* centerpoint); 76 /* Adds a tower at x, y in the playfield */ 77 void addTower(int x, int y); 78 void upgradeTower(int x, int y); 79 virtual TDCoordinate* getNextStreetCoord(TDCoordinate*); 73 80 74 81 //virtual void pawnKilled(Pawn* victim, Pawn* killer = 0); 75 82 //virtual void playerScored(PlayerInfo* player, int score); 76 83 77 78 /* Called by TowerDefenseCenterpoint upon game start 79 The centerpoint is used to create towers 80 */ 81 void setCenterpoint(TowerDefenseCenterpoint *centerpoint); 82 83 /* Adds a tower at x, y in the playfield */ 84 void addTower(int x, int y); 85 86 void upgradeTower(int x, int y); 87 /* Part of a temporary hack to allow the player to add towers */ 88 ConsoleCommand* dedicatedAddTower_; 89 ConsoleCommand* dedicatedUpgradeTower_; 84 TowerDefenseSelecter* selecter; 90 85 91 86 //TODO: void spawnNewWave() … … 93 88 // or spawn a new wave when the old wave has been killed (event driven) 94 89 95 96 90 private: 97 TowerDefenseCenterpoint *center_;98 float time;99 float time 2;91 orxonox::WeakPtr<TowerDefenseCenterpoint> center_; 92 PlayerInfo* player_; 93 float time; 100 94 int credit_; 101 95 int waves_; 102 96 int lifes_; 97 Timer nextwaveTimer_; 98 std::vector<orxonox::WeakPtr<TowerDefenseEnemy> > enemies_; 99 TowerDefenseField* fields_[16][16]; 100 std::vector<orxonox::WeakPtr<TowerDefenseField> > waypoints_; 101 Vector3 endpoint_; 103 102 104 /* handles stats */ 105 bool hasEnoughCreditForTower(int towerCost); 106 bool hasEnoughCreditForUpgrade(); 107 108 109 110 std::vector<TowerTurret*> towers_; 103 void createFields(); 111 104 }; 112 105 } -
code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefenseCenterpoint.cc
r9667 r10586 53 53 this->width_ = 15; 54 54 this->height_ = 15; 55 this->towerTemplate_ = "";56 55 57 56 //this->setCollisionType(Static); … … 72 71 XMLPortParam(TowerDefenseCenterpoint, "height", setHeight, getHeight, xmlelement, mode); 73 72 XMLPortParam(TowerDefenseCenterpoint, "tileScale", setTileScale, getTileScale, xmlelement, mode); 74 XMLPortParam(TowerDefenseCenterpoint, "towerTemplate", setTowerTemplate, getTowerTemplate, xmlelement, mode); 73 XMLPortParam(TowerDefenseCenterpoint, "selecterTemplate", setSelecterTemplate, getSelecterTemplate, xmlelement, mode); 74 XMLPortParam(TowerDefenseCenterpoint, "tower1Template", setTower1Template, getTower1Template, xmlelement, mode); 75 XMLPortParam(TowerDefenseCenterpoint, "tower2Template", setTower2Template, getTower2Template, xmlelement, mode); 76 XMLPortParam(TowerDefenseCenterpoint, "tower3Template", setTower3Template, getTower3Template, xmlelement, mode); 77 XMLPortParam(TowerDefenseCenterpoint, "tower4Template", setTower4Template, getTower4Template, xmlelement, mode); 78 XMLPortParam(TowerDefenseCenterpoint, "tower5Template", setTower5Template, getTower5Template, xmlelement, mode); 79 XMLPortParam(TowerDefenseCenterpoint, "fields", setFields, getFields, xmlelement, mode); 80 XMLPortParam(TowerDefenseCenterpoint, "tower1Cost", setTower1Cost, getTower1Cost, xmlelement, mode); 81 XMLPortParam(TowerDefenseCenterpoint, "tower2Cost", setTower2Cost, getTower2Cost, xmlelement, mode); 82 XMLPortParam(TowerDefenseCenterpoint, "tower3Cost", setTower3Cost, getTower3Cost, xmlelement, mode); 83 XMLPortParam(TowerDefenseCenterpoint, "tower4Cost", setTower4Cost, getTower4Cost, xmlelement, mode); 84 XMLPortParam(TowerDefenseCenterpoint, "tower5Cost", setTower5Cost, getTower5Cost, xmlelement, mode); 75 85 76 86 //TODO: add XMLPortObject(TowerDefenseCenterpoint, WorldEntity, "waypoints", addWaypoint, getWaypoint, xmlelement, mode); … … 107 117 } 108 118 } 119 120 /** 121 @brief 122 Removes all blanks, tabs and returns from the string passed. 123 */ 124 void TowerDefenseCenterpoint::trimString(std::string* str) 125 { 126 std::string* trimmed = new std::string(""); 127 int length = str->size(); 128 char temp; 129 for (int i = 0; i < length; ++ i) 130 { 131 temp = str->at(i); 132 if (temp != ' ' && temp != '\t' && temp != '\n') 133 { 134 trimmed->push_back(temp); 135 } 136 } 137 138 *str = *trimmed; 139 } 140 141 const int TowerDefenseCenterpoint::getTowerCost(int upgrade) const 142 { 143 return towerCosts_[(upgrade%5)]; 144 } 109 145 } -
code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefenseCenterpoint.h
r9667 r10586 41 41 #include <string> 42 42 #include <util/Math.h> 43 43 #include "TowerDefenseTower.h" 44 44 #include "worldentities/MobileEntity.h" 45 45 … … 60 60 void setWidth(unsigned int width) 61 61 { this->width_ = width; } 62 63 62 unsigned int getWidth(void) const 64 63 { return this->width_; } 65 66 64 void setHeight(unsigned int height) 67 65 { this->height_ = height; } 68 69 66 unsigned int getHeight(void) const 70 67 { return this->height_; } 68 void setFields(const std::string& newFields) 69 { this->fields_ = newFields; trimString(&fields_); } 70 const std::string& getFields() const 71 { return this->fields_; } 72 void setSelecterTemplate(const std::string& newTemplate) 73 { this->selecterTemplate_ = newTemplate; } 74 const std::string& getSelecterTemplate() const 75 { return this->selecterTemplate_; } 76 77 void setTower1Template(const std::string& newTemplate) 78 { this->towerTemplates_[0] = newTemplate;} 79 const std::string& getTower1Template() const 80 { return this->towerTemplates_[0]; } 81 void setTower2Template(const std::string& newTemplate) 82 { this->towerTemplates_[1] = newTemplate; } 83 const std::string& getTower2Template() const 84 { return this->towerTemplates_[1]; } 85 void setTower3Template(const std::string& newTemplate) 86 { this->towerTemplates_[2] = newTemplate; } 87 const std::string& getTower3Template() const 88 { return this->towerTemplates_[2]; } 89 void setTower4Template(const std::string& newTemplate) 90 { this->towerTemplates_[3] = newTemplate; } 91 const std::string& getTower4Template() const 92 { return this->towerTemplates_[3]; } 93 void setTower5Template(const std::string& newTemplate) 94 { this->towerTemplates_[4] = newTemplate; } 95 const std::string& getTower5Template() const 96 { return this->towerTemplates_[4]; } 97 98 void setTower1Cost(const int& newCost) 99 { this->towerCosts_[0] = newCost;} 100 const int& getTower1Cost() const 101 { return this->towerCosts_[0]; } 102 void setTower2Cost(const int& newCost) 103 { this->towerCosts_[1] = newCost; } 104 const int& getTower2Cost() const 105 { return this->towerCosts_[1]; } 106 void setTower3Cost(const int& newCost) 107 { this->towerCosts_[2] = newCost; } 108 const int& getTower3Cost() const 109 { return this->towerCosts_[2]; } 110 void setTower4Cost(const int& newCost) 111 { this->towerCosts_[3] = newCost; } 112 const int& getTower4Cost() const 113 { return this->towerCosts_[3]; } 114 void setTower5Cost(const int& newCost) 115 { this->towerCosts_[4] = newCost; } 116 const int& getTower5Cost() const 117 { return this->towerCosts_[4]; } 118 119 const int getTowerCost(int upgrade) const; 120 71 121 72 122 /** … … 79 129 { return this->tileScale_; } 80 130 81 /**82 @brief Set the template for the towers.83 @param template The template name to be applied to each tower.84 */85 void setTowerTemplate(const std::string& templateName)86 { this->towerTemplate_ = templateName; }87 88 const std::string& getTowerTemplate(void) const89 { return this->towerTemplate_; }90 91 131 private: 92 132 void checkGametype(); 93 133 void trimString(std::string*); 134 std::string selecterTemplate_; 135 std::string towerTemplates_[5]; 136 int towerCosts_[5]; 137 std::string fields_; 94 138 unsigned int width_; 95 139 unsigned int height_; 96 140 unsigned int tileScale_; 97 98 std::string towerTemplate_;99 141 }; 100 142 } -
code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefenseEnemy.cc
r10258 r10586 30 30 //needed to keep track of the PlayerStats coded in TowerDefense.h 31 31 this->td = orxonox_cast<TowerDefense*>(this->getGametype().get()); 32 once_=false; 33 34 } 35 //add credit if enemy is destroyed 36 TowerDefenseEnemy::~TowerDefenseEnemy(){ 37 //this->td->addCredit(1); 32 once_ = false; 38 33 } 39 34 40 void TowerDefenseEnemy::addWaypoint(TDCoordinate* coord)35 TowerDefenseEnemy::~TowerDefenseEnemy() 41 36 { 42 this->Waypointsvector_.push_back(coord);37 orxout() << "TowerDefenseEnemy::~TowerDefenseEnemy" << endl; 43 38 } 44 39 45 46 40 void TowerDefenseEnemy::tick(float dt) 47 { 41 { 42 //orxout() << "TDE tick1" << endl; 48 43 SUPER(TowerDefenseEnemy, tick, dt); 44 //orxout() << "TDE tick2" << endl; 49 45 } 50 46 … … 61 57 void TowerDefenseEnemy::damage(float damage, float healthdamage, float shielddamage, Pawn* originator) 62 58 { 59 orxout() << "TowerDefenseEnemy::damage" << endl; 63 60 Pawn::damage(damage, healthdamage, shielddamage, originator); 64 61 if (getGame() && once_ == false && getHealth() <= 0) … … 68 65 } 69 66 } 70 /*71 void TowerDefenseEnemy::popWaypoint()72 {73 if(Waypointsvector_.size()>0)74 Waypointsvector_.pop_back();75 }76 77 TDCoordinate TowerDefenseEnemy::peekWaypoint()78 {79 if(Waypointsvector_.size()<=0){80 TDCoordinate* coord = TDCoordinate(-1,-1);81 return coord;82 }else{83 return Waypointsvector_.at(Waypointsvector_.size()-1);84 85 }86 87 88 }89 */90 91 67 } -
code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefenseEnemy.h
r10258 r10586 39 39 40 40 virtual void tick(float dt); 41 void addWaypoint(TDCoordinate* coord);42 void popWaypoint();43 TDCoordinate peekWaypoint();44 45 41 virtual void damage(float damage, float healthdamage, float shielddamage, Pawn* originator); 46 47 42 48 43 private: … … 51 46 TowerDefense* td; 52 47 bool once_; 53 std::vector<TDCoordinate*> Waypointsvector_;54 55 48 }; 56 49 -
code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefenseTower.cc
r10258 r10586 22 22 Constructor. Registers and initializes the object. 23 23 */ 24 TowerDefenseTower::TowerDefenseTower(Context* context) : Pawn(context)24 TowerDefenseTower::TowerDefenseTower(Context* context) : Turret(context) 25 25 { 26 26 RegisterObject(TowerDefenseTower); 27 28 this->setCollisionType(WorldEntity:: Dynamic);29 upgrade = 0;27 game_ =NULL; 28 this->setCollisionType(WorldEntity::None); 29 upgrade = 1; 30 30 31 31 //this->removeAllEngines(); … … 38 38 } 39 39 40 /* 40 41 void TowerDefenseTower::setOrientation(const Quaternion& orientation) 41 42 { … … 53 54 { 54 55 } 56 */ 55 57 56 58 bool TowerDefenseTower::upgradeTower() 57 59 { 58 if(upgrade < 3)60 if(upgrade < 5) 59 61 { 60 62 upgrade++; 61 63 float reloadrate = getReloadRate(); 62 64 float reloadwaittime = getReloadWaitTime(); 63 this->setDamageMultiplier( 5000);64 65 this->setDamageMultiplier((upgrade+1)*2); 66 //this->setRotationThrust(2*this->getRotationThrust()); 65 67 reloadrate = 0.5f*reloadrate; 66 68 reloadwaittime = 0.5f*reloadwaittime; 67 69 setReloadRate(reloadrate); 68 70 setReloadWaitTime(reloadwaittime); 69 this->addTemplate("towerturret1");71 //this->addTemplate("towerturret1"); 70 72 } 71 73 else -
code/branches/towerdefenseFabien/src/modules/towerdefense/TowerDefenseTower.h
r10258 r10586 19 19 20 20 #include "towerdefense/TowerDefensePrereqs.h" 21 #include " worldentities/pawns/SpaceShip.h"21 #include "objects/Turret.h" 22 22 23 23 24 24 namespace orxonox 25 25 { 26 class _TowerDefenseExport TowerDefenseTower : public Pawn26 class _TowerDefenseExport TowerDefenseTower : public Turret 27 27 { 28 28 public: … … 37 37 38 38 // Overriding these to stop TowerDefenseTowers from spasing out 39 void setOrientation(const Quaternion& orientation);40 virtual void rotateYaw(const Vector2& value);41 virtual void rotatePitch(const Vector2& value);42 virtual void rotateRoll(const Vector2& value);39 //void setOrientation(const Quaternion& orientation); 40 //virtual void rotateYaw(const Vector2& value); 41 //virtual void rotatePitch(const Vector2& value); 42 //virtual void rotateRoll(const Vector2& value); 43 43 virtual bool upgradeTower(); 44 44
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