Changeset 12137
- Timestamp:
- Dec 5, 2018, 9:45:40 AM (6 years ago)
- Location:
- code/branches/TowerDefense_HS18
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/TowerDefense_HS18/data/levels/emptyLevel.oxw
r11719 r12137 29 29 <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"/> 30 30 <SpawnPoint team=0 position="-200,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipescort /> 31 <Model position=“0,0,0“ mesh="finalenemy2.mesh" scale="3" /> 31 32 32 33 </Scene> -
code/branches/TowerDefense_HS18/data/levels/towerDefense.oxw
r12125 r12137 23 23 <TowerDefenseSelecter> 24 24 <camerapositions> 25 <CameraPosition position=" 0,0,1400" lookat="0,0,0" absolute=true drag=true mouselook=true/>25 <CameraPosition position="-50,-1200,1000" lookat="-50,0,-200" absolute=true drag=true mouselook=true/> 26 26 </camerapositions> 27 27 </TowerDefenseSelecter> … … 250 250 explosionchunks = 6 251 251 252 health = 30 253 maxhealth = 30 254 initialhealth = 30 255 256 shieldhealth = 0 257 initialshieldhealth = 0 258 maxshieldhealth = 0 259 shieldabsorption = 0.8 260 shieldrechargerate = 1 261 shieldrechargewaittime = 1 262 263 primaryThrust = 100 264 auxilaryThrust = 30 265 rotationThrust = 80 266 267 lift = 1; 268 stallSpeed = 220; 269 270 boostPower = 15 271 boostPowerRate = 1 272 boostRate = 5 273 boostCooldownDuration = 10 274 275 shakeFrequency = 15 276 shakeAmplitude = 9 277 278 collisionType = "dynamic" 279 mass = 100 280 linearDamping = 0.7 281 angularDamping = 0.9999999 282 283 explosionSound = "sounds/Explosion2.ogg" 284 > 285 286 <engines> 287 <Engine position=" 0, 0, 0" 288 boostfactor = 2 289 speedfront = 400 290 speedback = 50 291 speedleftright = 50 292 speedupdown = 50 293 accelerationfront = 500 294 accelerationbrake = 500 295 accelerationback = 125 296 accelerationleftright = 125 297 accelerationupdown = 125 298 /> 299 </engines> 300 <attached> 301 <Model position="0,0,0" yaw=180 pitch=0 roll=0 scale=7.5 mesh="finalenemy1.mesh" /> 302 </attached> 303 <collisionShapes> 304 <BoxCollisionShape position="0,0,0" halfExtents="10, 3, 5" /> 305 <BoxCollisionShape position="13,-1.3,0" halfExtents="3, 1, 2" /> 306 <BoxCollisionShape position="-13,-1.3,0" halfExtents="3, 1, 2" /> 307 <BoxCollisionShape position="0,0,7" halfExtents="3, 2, 2" /> 308 <BoxCollisionShape position="0,0.1,-11" halfExtents="2.2, 1.8, 6" /> 309 <BoxCollisionShape position="0,0.1,-19" halfExtents="1.4, 1, 2" /> 310 </collisionShapes> 311 </TowerDefenseEnemy> 312 </Template> 313 314 <Template name=enemytowerdefense2> 315 <TowerDefenseEnemy 316 hudtemplate = spaceshiphud 317 camerapositiontemplate = spaceshipassffcameras 318 spawnparticlesource = "Orxonox/fairytwirl" 319 spawnparticleduration = 3 320 explosionchunks = 6 321 322 health = 30 323 maxhealth = 30 324 initialhealth = 30 325 326 shieldhealth = 0 327 initialshieldhealth = 0 328 maxshieldhealth = 0 329 shieldabsorption = 0.8 330 shieldrechargerate = 1 331 shieldrechargewaittime = 1 332 333 primaryThrust = 100 334 auxilaryThrust = 30 335 rotationThrust = 80 336 337 lift = 1; 338 stallSpeed = 220; 339 340 boostPower = 15 341 boostPowerRate = 1 342 boostRate = 5 343 boostCooldownDuration = 10 344 345 shakeFrequency = 15 346 shakeAmplitude = 9 347 348 collisionType = "dynamic" 349 mass = 100 350 linearDamping = 0.7 351 angularDamping = 0.9999999 352 353 explosionSound = "sounds/Explosion2.ogg" 354 > 355 356 <engines> 357 <Engine position=" 0, 0, 0" 358 boostfactor = 2 359 speedfront = 100 360 speedback = 50 361 speedleftright = 50 362 speedupdown = 50 363 accelerationfront = 500 364 accelerationbrake = 500 365 accelerationback = 125 366 accelerationleftright = 125 367 accelerationupdown = 125 368 /> 369 </engines> 370 <attached> 371 <Model position="0,0,0" yaw=180 pitch=0 roll=0 scale=7.5 mesh="finalenemy2.mesh" /> 372 </attached> 373 <collisionShapes> 374 <BoxCollisionShape position="0,0,0" halfExtents="10, 3, 5" /> 375 <BoxCollisionShape position="13,-1.3,0" halfExtents="3, 1, 2" /> 376 <BoxCollisionShape position="-13,-1.3,0" halfExtents="3, 1, 2" /> 377 <BoxCollisionShape position="0,0,7" halfExtents="3, 2, 2" /> 378 <BoxCollisionShape position="0,0.1,-11" halfExtents="2.2, 1.8, 6" /> 379 <BoxCollisionShape position="0,0.1,-19" halfExtents="1.4, 1, 2" /> 380 </collisionShapes> 381 </TowerDefenseEnemy> 382 </Template> 383 384 <Template name=enemytowerdefense3> 385 <TowerDefenseEnemy 386 hudtemplate = spaceshiphud 387 camerapositiontemplate = spaceshipassffcameras 388 spawnparticlesource = "Orxonox/fairytwirl" 389 spawnparticleduration = 3 390 explosionchunks = 6 391 392 health = 30 393 maxhealth = 30 394 initialhealth = 30 395 396 shieldhealth = 0 397 initialshieldhealth = 0 398 maxshieldhealth = 0 399 shieldabsorption = 0.8 400 shieldrechargerate = 1 401 shieldrechargewaittime = 1 402 403 primaryThrust = 100 404 auxilaryThrust = 30 405 rotationThrust = 80 406 407 lift = 1; 408 stallSpeed = 220; 409 410 boostPower = 15 411 boostPowerRate = 1 412 boostRate = 5 413 boostCooldownDuration = 10 414 415 shakeFrequency = 15 416 shakeAmplitude = 9 417 418 collisionType = "dynamic" 419 mass = 100 420 linearDamping = 0.7 421 angularDamping = 0.9999999 422 423 explosionSound = "sounds/Explosion2.ogg" 424 > 425 426 <engines> 427 <Engine position=" 0, 0, 0" 428 boostfactor = 2 429 speedfront = 100 430 speedback = 50 431 speedleftright = 50 432 speedupdown = 50 433 accelerationfront = 500 434 accelerationbrake = 500 435 accelerationback = 125 436 accelerationleftright = 125 437 accelerationupdown = 125 438 /> 439 </engines> 440 <attached> 441 <Model position="0,0,0" yaw=180 pitch=0 roll=0 scale=19 mesh="finalenemy3.mesh" /> 442 </attached> 443 <collisionShapes> 444 <BoxCollisionShape position="0,0,0" halfExtents="10, 3, 5" /> 445 <BoxCollisionShape position="13,-1.3,0" halfExtents="3, 1, 2" /> 446 <BoxCollisionShape position="-13,-1.3,0" halfExtents="3, 1, 2" /> 447 <BoxCollisionShape position="0,0,7" halfExtents="3, 2, 2" /> 448 <BoxCollisionShape position="0,0.1,-11" halfExtents="2.2, 1.8, 6" /> 449 <BoxCollisionShape position="0,0.1,-19" halfExtents="1.4, 1, 2" /> 450 </collisionShapes> 451 </TowerDefenseEnemy> 452 </Template> 453 454 <Template name=enemytowerdefense1*> 455 <TowerDefenseEnemy 456 hudtemplate = spaceshiphud 457 camerapositiontemplate = spaceshipassffcameras 458 spawnparticlesource = "Orxonox/fairytwirl" 459 spawnparticleduration = 3 460 explosionchunks = 6 461 252 462 health = 15 253 463 maxhealth = 15 … … 301 511 <BoxCollisionShape position="0,0.1,-19" halfExtents="1.4, 1, 2" /> 302 512 </collisionShapes> 303 <!-- Hier wurde der Controller entfernt--> 513 <controller> 514 <WaypointController accuracy = 50/> 515 </controller> 304 516 </TowerDefenseEnemy> 305 517 </Template> 306 518 307 <Template name=enemytowerdefense2 >519 <Template name=enemytowerdefense2*> 308 520 <TowerDefenseEnemy 309 521 hudtemplate = spaceshiphud … … 362 574 </engines> 363 575 <attached> 364 <Model position="0,0,0" yaw=0 pitch=0 roll=0 scale= 2.5 mesh="JumpEnemy3.mesh" />576 <Model position="0,0,0" yaw=0 pitch=0 roll=0 scale=9 mesh="finalenemy4.mesh" /> 365 577 </attached> 366 578 <collisionShapes> … … 372 584 <BoxCollisionShape position="0,0.1,-19" halfExtents="1.4, 1, 2" /> 373 585 </collisionShapes> 586 <controller> 587 <WaypointController accuracy = 50/> 588 </controller> 374 589 </TowerDefenseEnemy> 375 590 </Template> 376 591 377 <Template name=enemytowerdefense3 >592 <Template name=enemytowerdefense3*> 378 593 <TowerDefenseEnemy 379 594 hudtemplate = spaceshiphud … … 432 647 </engines> 433 648 <attached> 434 <Model position="0,0,0" yaw=0 pitch=0 roll=0 scale=2.5 mesh="JumpEnemy4.mesh" /> 649 <Model position="0,0,0" yaw=0 pitch=0 roll=0 scale=2.5 mesh="JumpEnemy4.mesh" /> 435 650 </attached> 436 651 <collisionShapes> … … 442 657 <BoxCollisionShape position="0,0.1,-19" halfExtents="1.4, 1, 2" /> 443 658 </collisionShapes> 659 <controller> 660 <WaypointController accuracy = 50/> 661 </controller> 444 662 </TowerDefenseEnemy> 445 663 </Template> … … 487 705 tower4Cost=100 488 706 tower5Cost=100 489 fields="F1F1F1R1I1I1I1I1O1F1F1F1F1F1F1F1 490 F1F1F1I2F1F1F1F1F1F1F1F1F1F1F1F1 491 F1F1F1I2F1F1F1F1F1F1F1F1F1F1F1F1 492 F1F1F1I2F1F1F1F1F1F1F1Y1Y1Y1F1F1 493 F1F1F1I2F1F1F1F1F1F1F1F1F1F1F1F1 494 F1F1F1I2F1F1F1F1F1F1F1Y1Y1Y1F1F1 495 F1F1F1R2I3I3I3I3I3I3I3L3F1F1F1F1 496 F1F1F1F1F1F1F1F1F1F1F1I2F1F1F1F1 497 F1F1F1F1F1F1F1F1F1F1F1I2F1F1F1F1 498 X1I1I1I1R0F1F1F1F1F1F1I2F1F1F1F1 499 F1F1F1F1I0F1F1F1F1F1F1I2F1F1F1F1 500 F1F1F1F1I0F1F1F1F1F1F1I2F1F1F1F1 501 F1F1F1F1L1I1I1I1I1I1I1L2F1F1F1F1 502 F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1 707 fields="F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1 708 F1F1F1R1I1I1I1I1I1I1I1R0F1F1F1F1 709 F1F1F1I2F1F1F1F1F1F1F1I0F1F1F1F1 710 F1Y1F1I2F1F1F1F1Y1F1F1I0F1F1F1F1 711 F1F1F1I2F1F1Y1F1F1F1F1I0F1Y1F1F1 712 F1F1F1I2F1F1F1F1F1F1F1I0F1F1F1F1 713 F1F1F1I2F1F1F1F1F1F1F1I0F1F1F1F1 714 F1F1F1R2I3I3I3I3L3F1F1I0F1F1F1F1 715 F1F1F1F1F1F1F1F1I2F1F1I0F1F1F1F1 716 F1F1F1F1F1F1Y1F1I2F1F1I0F1F1F1F1 717 X1I1I1I1R0F1F1F1I2F1F1I0F1F1Y1F1 718 F1F1F1F1I0F1F1F1I2F1F1I0F1F1F1F1 719 F1F1F1F1I0F1F1F1I2F1F1I0F1F1F1F1 720 F1F1F1F1L1I1I1I1L2F1F1I0F1F1F1F1 721 F1F1Y1F1F1F1F1F1F1F1F1O0F1Y1F1F1 503 722 F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1 504 723 F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1F1" … … 512 731 > 513 732 <camerapositions> 514 <CameraPosition position="0,0,1 400" lookat="0,0,0" absolute=true />733 <CameraPosition position="0,0,1500" lookat="0,0,0" absolute=true /> 515 734 </camerapositions> 516 735 </TowerDefenseCenterpoint> -
code/branches/TowerDefense_HS18/src/modules/towerdefense/TowerDefenseController.cc
r12126 r12137 82 82 if(engine != nullptr) { 83 83 speed = engine->getMaxSpeedFront(); //Geschwindigkeit wird ausgelesen 84 orxout() << "shiftshan" << endl; 84 85 } else { 85 86 speed = 100; 87 orxout() << "shiftshannonen" << endl; 86 88 } 87 89 -
code/branches/TowerDefense_HS18/src/modules/towerdefense/towerdefensereadme.txt
r9271 r12137 12 12 Represents a Tower 13 13 I'm not actually sure if you have to code C++ in order to have your result. I would suggest to simply create a new spaceship template or maybe better a 14 new template for a pawn. (The tower don't need to be spaceships; pawn is just fine.)14 new template for a pawn. (The towers don't need to be spaceships; pawn is just fine.) 15 15 Example for a template: /data/levels/templates/assff.oxt && /data/levels/include/weaponSettingsAssff.oxi 16 16 @ assff.oxt: you don't need an engine (or your towers could fly away :-) and probably no Cameras. (just try what happens if you leave them out.)
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