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Changeset 9143 for code/branches


Ignore:
Timestamp:
May 2, 2012, 1:22:20 PM (13 years ago)
Author:
jo
Message:

Some hints added on how to proceed.

Location:
code/branches/newlevel2012
Files:
7 edited

Legend:

Unmodified
Added
Removed
  • code/branches/newlevel2012/.project

    r9096 r9143  
    11<?xml version="1.0" encoding="UTF-8"?>
    22<projectDescription>
    3         <name>Orxonox-Source@newlevel2012</name>
     3        <name>Orxonox-Source@towerDefense</name>
    44        <comment></comment>
    55        <projects>
  • code/branches/newlevel2012/data/levels/towerDefense.oxw

    r9142 r9143  
    9999                 
    100100                 <attached>
    101                
    102101                        <Model position="-0.5,-0.5,0" mesh="Playfield_ME.mesh" scale=0.8 />
    103                        
     102            <!--Model position="0,0,0" mesh="crate.mesh" scale3D="3,3,3" /--> <!-- Only temporary needed to help align the collisionshape -->
    104103                        <!-- This was used to mark the playfield, let's let it be here for now -->
    105104                        <!--Model position="-8,8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /-->
     
    107106                        <!--Model position="8,-8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /-->
    108107                        <!--Model position="8,8,0" mesh="crate.mesh" scale3D="0.3,0.3,0.3" /-->
    109                        
    110108        </attached>
     109        <collisionShapes> <!-- The collisionshape forbids other worldentities that have a collisionShape to fly through it.
     110       
     111                               TODO: Find correct size for the collisionshape; since a collisionShape is invisible
     112                               I added the crate wich currently has the same dimensions as the collisionshape.
     113                               You have to adjust the crate's scale3D as well as the collisionshape's halfExtens to
     114                               find the proper shape. -->
     115           <BoxCollisionShape position="0,0,0" halfExtents="15,15,15" />
     116        </collisionShapes>
    111117    </TowerDefenseCenterpoint>
    112118
  • code/branches/newlevel2012/src/modules/towerdefense/Tower.cc

    r9141 r9143  
    3131                */
    3232    }
    33        
     33        // This function is called whenever a player presses the up or the down key.
     34    // You have to implement what happens when the up or the down key is pressed.
     35    // value.x < 0 means: down key is pressed.
     36    // I suggest to create a new class which is a controllable entity I will refer to as "TowerMover". This is the controllable entity that the
     37    // player controls in order to move the tower along the centerpoint and in order to place the tower at the appropriate position.
     38    //
     39
     40    // The tower itsself is controlled by a WayPointPatroController at the instance you place it on the centerpoint.
     41    //(don't forget to set the team_ parameter such that all tower are in the same team)
     42
     43    //How to move a tower: simply attach the tower to the TowerMover
     44    //How to place a tower: detach the tower from the TowerMover
     45
    3446    /**
    3547         @brief
  • code/branches/newlevel2012/src/modules/towerdefense/TowerDefense.cc

    r9142 r9143  
    2626 *
    2727 *NACHRICHT:
    28  * Ich habe die Klasse Deathmatch einfach per Copy&Paste&Rename als Vorlage für euren Deathmatch genommen.
    29  * Ein Deathmatch erbt vom Gametype. Der einzige Unterschied zum Gametype ist, dass hier ein bisschen
    30  * Textausgabe stattfindet. Sollte das Später nicht erwünscht sein, könnt ihr einfach die Gametype-Klasse
    31  * an die Stelle von Deathmatch setzten.
    3228 *
    3329 * Hier empfehle ich euch die gesamte Spielogik unter zu bringen. Viele Funktionen werden automatisch
     
    5248 * z.B: WaypointPatrolController. Wenn kein Team zugewiesen wurde bekämpft ein WaypointPatrolController alles,
    5349 * was in seiner Reichweite liegt.
     50 *
     51 *
     52 *HUD:
     53 * Ein Gametype kann ein HUD (Head up Display haben.) Z.B: hat Pong eine Anzeige welcher Spieler wieviele Punkte hat.
     54 * Generell kann man a) Grafiken oder b) Zeichen in einer HUD anzeigen.
     55 * Fuer den ersten Schritt reicht reiner Text.
     56 *
     57 * a)
     58 * PongScore.cc uebernehmen und eigene Klasse draus machen.
     59 * Wenn ihr bloss anzeigen wollt wieviele Punkte der Spieler bereits erspielt hat (Punkte = Kapital fuer neue Tuerme) dann orientiert ihr euch an
     60 * TetrisScore.cc (im pCuts branch): http://www.orxonox.net/browser/code/branches/pCuts/src/modules/tetris/TetrisScore.cc
     61 * Ich habe TetrisScore lediglich dazu gebraucht, um eine Variable auf dem HUD auszugeben. Ein Objekt fuer statischen Text gibt es bereits.
     62 *
     63 * b)
     64 * Im naesten Schritt erstellt man die Vorlage fuer das HUD-Objekt: siehe /data/overlays/pongHUD
     65 * OverlayText ist eine Vorlage fuer statischen text zb: "Points Scored:". Aus mir nicht erklaerlichen Gruenden sollte man die OverlayText
     66 * Objekte immer erst nach dem PongScore anlegen.
     67 *
     68 * c) Im TowerDefense gamtype muss im Constructor noch das HUD-Template gesetzt werden.
     69 *
     70 * d) in CMakeLists.txt noch das Module includen das fuer die Overlays zustaendig ist. Siehe das gleiche File im Pong module.
     71 *
     72 *
    5473 *
    5574 */
     
    119138               
    120139                ChatManager::message("Use the console command addTower x y to add towers");
     140
     141                //TODO: let the player control his controllable entity && TODO: create a new ControllableEntity for the player
     142
    121143        }
    122144       
     
    131153        void TowerDefense::addTower(int x, int y)
    132154        {
    133                 if (x > 15 || y > 15 || x < 0 || y < 0)
     155                if (x > 15 || y > 15 || x < 0 || y < 0)//Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet)
    134156                {
    135157                        orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl;
     
    146168                newTower->setPosition(x-8,y-8,0);
    147169                newTower->setGame(this);
     170                //TODO: Save the Tower in a Vector. I would suggest std::vector< std::vector<Tower*> > towers_ as a protected member variable;
    148171               
    149172                // TODO: create Tower mesh
  • code/branches/newlevel2012/src/modules/towerdefense/TowerDefense.h

    r9142 r9143  
    7070                ConsoleCommand* dedicatedAddTower_;
    7171               
     72                //TODO: void spawnNewWave()
     73            //TODO: create a timer which regularly calls the spawnNewWave function  (time driven)
     74                //      or spawn a new wave when the old wave has been killed           (event driven)
     75
     76
    7277        private:
    7378//              WeakPtr<TowerDefenseCenterpoint> center_;
  • code/branches/newlevel2012/src/modules/towerdefense/TowerDefenseCenterpoint.cc

    r9141 r9143  
    6969        XMLPortParam(TowerDefenseCenterpoint, "height", setHeight, setWidth, xmlelement, mode);
    7070        XMLPortParam(TowerDefenseCenterpoint, "towerTemplate", setTowerTemplate, getTowerTemplate, xmlelement, mode);
     71        //TODO: add XMLPortObject(TowerDefenseCenterpoint, WorldEntity, "waypoints", addWaypoint, getWaypoint,  xmlelement, mode);
     72        // This was copied and shightly modified from WaypointController.cc ; there are no getters and setters and no membervariable yet
     73        // The centerpoint should have all waypoints for "attached" to it. By using this function you can seperately add waypoints
     74        // When you spawn a new enemy you should let it be controlled by a WaypointController. And that controller should get the waypoints.
     75
     76        // Alternatively you can manage the waypoints directly in TowerDefense.cc
    7177    }
    7278
  • code/branches/newlevel2012/src/modules/towerdefense/towerdefensereadme.txt

    r9141 r9143  
    1111Tower
    1212Represents a Tower
     13I'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
     14new template for a pawn. (The tower don't need to be spaceships; pawn is just fine.)
     15Example for a template: /data/levels/templates/assff.oxt && /data/levels/include/weaponSettingsAssff.oxi
     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.)
     17@ weaponSettingsAssff.oxi:
     18<weaponslots>: location where you want to have your tower to be equiped with weapons
     19<weaponsets> : if you press fire, you actually always fire a whole set of weapons. The amount of weaponsets is defined here. (I'm not 100% sure whether this explanation is right.)
     20
     21There are three <Weapon> tags - one for each weaponslot. Each weapon can contain several objects which you would probably
     22refer to as "weapons":
     23
     24LightningGun: Shoots a slow, rotation, yellow "ball".
     25HsW01: the default laser weapon
     26SimpleRocketFire: a weak (self steering) rocket
     27RocketFire: a strong rocket
     28                         
     29About your Tower's Template location - either keep it in the level or do it similarly to the Assff templates.
     30(If your towers behave & look nicely, I'm quite sure others want to include them in other levels, too.)
    1331
    1432
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