| [10142] | 1 | // | 
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|  | 2 | //  TowerDefenseTower.cc | 
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|  | 3 | //  Orxonox | 
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|  | 4 | // | 
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|  | 5 | //  Created by Fabian Mentzer on 29.04.12. | 
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|  | 6 | //  Copyright (c) 2012 __MyCompanyName__. All rights reserved. | 
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|  | 7 | // | 
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|  | 8 |  | 
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|  | 9 | /* Not implemented fully */ | 
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|  | 10 |  | 
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|  | 11 | #include "TowerDefenseTower.h" | 
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|  | 12 |  | 
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|  | 13 | #include "core/CoreIncludes.h" | 
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|  | 14 | //#include "core/XMLPort.h" | 
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|  | 15 |  | 
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|  | 16 | namespace orxonox | 
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|  | 17 | { | 
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|  | 18 | RegisterClass(TowerDefenseTower); | 
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|  | 19 |  | 
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|  | 20 | /** | 
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|  | 21 | @brief | 
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|  | 22 | Constructor. Registers and initializes the object. | 
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|  | 23 | */ | 
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| [10622] | 24 | TowerDefenseTower::TowerDefenseTower(Context* context) : Turret(context) | 
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| [10142] | 25 | { | 
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|  | 26 | RegisterObject(TowerDefenseTower); | 
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| [10765] | 27 | game_ =nullptr; | 
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| [11004] | 28 | this->setCollisionType(WorldEntity::CollisionType::None); | 
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| [10629] | 29 | upgrade = 1; | 
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| [10142] | 30 |  | 
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|  | 31 | //this->removeAllEngines(); | 
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|  | 32 |  | 
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|  | 33 | /* | 
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|  | 34 | this->size_ = 10.0f; | 
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|  | 35 | this->delay_ = false; | 
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|  | 36 | this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisStone::enableMovement, this))); | 
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|  | 37 | */ | 
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|  | 38 | } | 
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|  | 39 |  | 
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| [10622] | 40 | /* | 
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| [10142] | 41 | void TowerDefenseTower::setOrientation(const Quaternion& orientation) | 
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|  | 42 | { | 
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|  | 43 | } | 
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|  | 44 |  | 
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|  | 45 | void TowerDefenseTower::rotateYaw(const Vector2& value) | 
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|  | 46 | { | 
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|  | 47 | } | 
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|  | 48 |  | 
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|  | 49 | void TowerDefenseTower::rotatePitch(const Vector2& value) | 
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|  | 50 | { | 
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|  | 51 | } | 
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|  | 52 |  | 
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|  | 53 | void TowerDefenseTower::rotateRoll(const Vector2& value) | 
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|  | 54 | { | 
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|  | 55 | } | 
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| [10622] | 56 | */ | 
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| [10142] | 57 |  | 
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| [10158] | 58 | bool TowerDefenseTower::upgradeTower() | 
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| [10246] | 59 | { | 
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| [10629] | 60 | if(upgrade < 5) | 
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| [10246] | 61 | { | 
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|  | 62 | upgrade++; | 
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|  | 63 | float reloadrate = getReloadRate(); | 
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|  | 64 | float reloadwaittime = getReloadWaitTime(); | 
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| [10727] | 65 | this->setDamageMultiplier((upgrade+1)*2.0f); | 
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| [10629] | 66 | //this->setRotationThrust(2*this->getRotationThrust()); | 
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|  | 67 | reloadrate = 0.5f*reloadrate; | 
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|  | 68 | reloadwaittime = 0.5f*reloadwaittime; | 
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| [10246] | 69 | setReloadRate(reloadrate); | 
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|  | 70 | setReloadWaitTime(reloadwaittime); | 
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| [10622] | 71 | //this->addTemplate("towerturret1"); | 
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| [10246] | 72 | } | 
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|  | 73 | else | 
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|  | 74 | { | 
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|  | 75 | orxout() << "Tower fully upgraded" << endl; | 
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|  | 76 | return false; | 
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|  | 77 | } | 
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|  | 78 | return true; | 
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|  | 79 | } | 
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| [10158] | 80 |  | 
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| [10142] | 81 | // This function is called whenever a player presses the up or the down key. | 
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|  | 82 | // You have to implement what happens when the up or the down key is pressed. | 
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|  | 83 | // value.x < 0 means: down key is pressed. | 
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|  | 84 | // I suggest to create a new class which is a controllable entity I will refer to as "TowerDefenseTowerMover". This is the controllable entity that the | 
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|  | 85 | // player controls in order to move the TowerDefenseTower along the centerpoint and in order to place the TowerDefenseTower at the appropriate position. | 
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|  | 86 | // | 
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|  | 87 |  | 
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|  | 88 | // The TowerDefenseTower itsself is controlled by a WayPointPatroController at the instance you place it on the centerpoint. | 
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|  | 89 | //(don't forget to set the team_ parameter such that all TowerDefenseTower are in the same team) | 
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|  | 90 |  | 
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|  | 91 | //How to move a TowerDefenseTower: simply attach the TowerDefenseTower to the TowerDefenseTowerMover | 
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|  | 92 | //How to place a TowerDefenseTower: detach the TowerDefenseTower from the TowerDefenseTowerMover | 
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|  | 93 |  | 
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|  | 94 | /** | 
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|  | 95 | @brief | 
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|  | 96 | Overloaded the function to rotate the stone. | 
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|  | 97 | @param value | 
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|  | 98 | A vector whose first component is the angle by which to rotate. | 
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|  | 99 | */ | 
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|  | 100 | /* | 
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|  | 101 | void TowerDefenseTower::moveFrontBack(const Vector2& value) | 
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|  | 102 | { | 
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|  | 103 | //orxout() << "frontBack.x: " << value.x << endl; | 
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|  | 104 | } | 
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|  | 105 | */ | 
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|  | 106 |  | 
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|  | 107 | /** | 
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|  | 108 | @brief | 
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|  | 109 | Overloaded the function to steer the stone right and left | 
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|  | 110 | @param value | 
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|  | 111 | A vector whose first component is the direction in which we want to steer the stone. | 
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|  | 112 | */ | 
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|  | 113 | /* | 
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|  | 114 | void TowerDefenseTower::moveRightLeft(const Vector2& value) | 
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|  | 115 | { | 
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|  | 116 | //orxout() << "rightLeft.x: " << value.x << endl; | 
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|  | 117 |  | 
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|  | 118 | if(!this->delay_) | 
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|  | 119 | { | 
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|  | 120 | const Vector3& position = this->getPosition(); | 
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|  | 121 | Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z); | 
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|  | 122 | if(!this->tetris_->isValidMove(this, newPos)) | 
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|  | 123 | return; | 
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|  | 124 |  | 
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|  | 125 | this->setPosition(newPos); | 
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|  | 126 | this->delay_ = true; | 
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|  | 127 | this->delayTimer_.startTimer(); | 
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|  | 128 | } | 
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|  | 129 | } | 
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|  | 130 | */ | 
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|  | 131 | } | 
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