- Timestamp:
- Dec 11, 2017, 1:02:41 PM (7 years ago)
- Location:
- code/branches/AsteroidMining_HS17
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/AsteroidMining_HS17/data/levels/AsteroidFarming.oxw
r11640 r11646 2 2 name = "AsteroidFarming" 3 3 description = "Testing the Asteroid Mining Project, PPS HS 17" 4 tags = "test "4 tags = "test, showcase" 5 5 screenshot = "AsteroidFarming.png" 6 6 /> … … 15 15 include("templates/spaceshipAssff.oxt") 16 16 include("templates/spaceshipPirate.oxt") 17 17 include("templates/pickupRepresentationTemplates.oxt") 18 18 ?> 19 20 <WorldAmbientSound source="Asteroid_rocks.ogg" looping="true" playOnLoad="true" /> 19 21 20 22 <Level> … … 22 24 <Template link=lodtemplate_default /> 23 25 </templates> 26 24 27 <?lua include("includes/notifications.oxi") ?> 25 26 28 27 29 <Scene 28 30 ambientlight = "0.8, 0.8, 0.8" 29 31 skybox = "Orxonox/Starbox" 32 hasPhysics = true 30 33 > 31 34 … … 35 38 36 39 <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"/> 40 37 41 <SpawnPoint team=0 position="0,0,0" direction="1,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff /> 38 42 39 40 41 43 42 44 <!-- Asteroid Display: --> … … 104 106 105 107 108 106 109 </Scene> 107 110 </Level> -
code/branches/AsteroidMining_HS17/src/modules/asteroidmining/AsteroidMinable.h
r11640 r11646 48 48 49 49 public: 50 AsteroidMinable(Context* context);// This constructor is for XML access only!51 AsteroidMinable(Context* c, float size, Vector3 position, Vector3 velocity, bool dS);// Call this Constructor from other C-files.50 AsteroidMinable(Context* context);// @brief This constructor is for XML access only! 51 AsteroidMinable(Context* c, float size, Vector3 position, Vector3 velocity, bool dS);// @brief Call this Constructor from other C-files. 52 52 53 53 virtual ~AsteroidMinable(); … … 56 56 virtual void tick(float dt) override; 57 57 58 // Overwrite to prevet 'self-collision' of generated stuff58 // @brief Overwrite to prevet 'self-collision' of generated stuff 59 59 virtual void hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); 60 60 virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); -
code/branches/AsteroidMining_HS17/src/modules/asteroidmining/SpicedAsteroidField.cc
r11640 r11646 92 92 this->foggy = true; 93 93 this->fogDensity = 0.5; 94 this->count = 0; 94 95 95 96 // Old from Pawn … … 121 122 size = round(rnd()*(this->maxSize - this->minSize)) + this->minSize; 122 123 a->setSize(size); 123 124 124 pX = round(rnd()*2*this->radius) - radius; 125 125 pY = round(rnd()*2*this->radius) - radius; … … 201 201 202 202 this->create(); 203 // orxout() << "SpicedAsteroidField is done. " << endl; 204 203 205 this->bAlive_ = false; 204 206 this->destroyLater();
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