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source: code/branches/presentationHS14merge/data/levels/towerDefense.oxw @ 10248

Last change on this file since 10248 was 10248, checked in by landauf, 9 years ago

merged towerdefenseHS14 (except some debug code)

  • Property svn:eol-style set to native
File size: 4.0 KB
Line 
1<!-- TODO: Update the level's image-->
2
3<!-- See TowerDefenseReadme.txt for Information on this file -->
4
5<LevelInfo
6 name = "Tower Defense"
7 description = "Defend your Spacestation from incoming waves."
8 tags = "minigame"
9 screenshot = "emptylevel.png"
10/>
11
12<?lua
13  include("stats.oxo")
14  include("HUDTemplates3.oxo")
15  include("towerdefenseHUD.oxo")
16  include("templates/lodInformation.oxt")
17?>
18
19<?lua
20  include("templates/spaceshipAssff.oxt")
21  include("templates/spaceshipPirate.oxt")
22  include("templates/tower.oxt")
23  include("templates/enemytowerdefense.oxt")
24  include("templates/standardTurret.oxt")
25?>
26
27<!-- Specify the position of the camera -->
28<Template name=centerpointmarkcamera defaults=0>
29  <Pawn team=1>
30    <camerapositions>
31      <CameraPosition position="0,0,1500"/>
32    </camerapositions>
33  </Pawn>
34</Template>
35
36<!-- Loads a mesh to mark the center-->
37<Template name=centerpointmark>
38  <Pawn team=1 camerapositiontemplate=centerpointmarkcamera>
39    <attached>
40      <Model position="0,0,0" mesh="cylinder.mesh" scale3D="1,1,1" /> <!-- the camera is attached to this -->
41    </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>
49    <attached>
50      <Model position="0,0,0" scale=0.25 mesh="Tower_ME.mesh" />
51    </attached>
52  </Tower>
53</Template-->
54
55
56
57
58
59<Level gametype = "TowerDefense">
60  <templates>
61    <Template link=lodtemplate_default />
62  </templates>
63
64  <?lua include("includes/notifications.oxi") ?>
65
66  <Scene
67    ambientlight = "0.8, 0.8, 0.8"
68    skybox       = "Orxonox/Starbox"
69  >
70
71    <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
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
109
110    <!-- PlayField -->
111    <TowerDefenseCenterpoint
112    name=towerdefensecenter
113    width=16
114    height=16
115    tileScale=100
116    towerTemplate=tower
117    position="0,0,0"
118    direction="0,0,0"
119    collisionType=dynamic
120    mass=100000
121    team=1
122    />
123
124  </Scene>
125</Level>
126
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