// // Tower.cc // Orxonox // // Created by Fabian Mentzer on 29.04.12. // Copyright (c) 2012 __MyCompanyName__. All rights reserved. // /* Not implemented fully */ #include "Tower.h" #include "core/CoreIncludes.h" //#include "core/XMLPort.h" namespace orxonox { RegisterClass(Tower); /** @brief Constructor. Registers and initializes the object. */ Tower::Tower(Context* context) : Pawn(context) { RegisterObject(Tower); this->setCollisionType(WorldEntity::Dynamic); //this->removeAllEngines(); /* this->size_ = 10.0f; this->delay_ = false; this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisStone::enableMovement, this))); */ } void Tower::setOrientation(const Quaternion& orientation) { static int ori; //orxout() << "orientation " << ++ori << endl; } void Tower::rotateYaw(const Vector2& value) { static int yaw; //orxout() << "rotateYaw " << ++yaw << endl; } void Tower::rotatePitch(const Vector2& value) { static int pitch; //orxout() << "rotatePitch " << ++pitch << endl; } void Tower::rotateRoll(const Vector2& value) { static int roll; //orxout() << "rotateRoll" << ++roll << endl; } // This function is called whenever a player presses the up or the down key. // You have to implement what happens when the up or the down key is pressed. // value.x < 0 means: down key is pressed. // 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 // player controls in order to move the tower along the centerpoint and in order to place the tower at the appropriate position. // // The tower itsself is controlled by a WayPointPatroController at the instance you place it on the centerpoint. //(don't forget to set the team_ parameter such that all tower are in the same team) //How to move a tower: simply attach the tower to the TowerMover //How to place a tower: detach the tower from the TowerMover /** @brief Overloaded the function to rotate the stone. @param value A vector whose first component is the angle by which to rotate. */ /* void Tower::moveFrontBack(const Vector2& value) { //orxout() << "frontBack.x: " << value.x << endl; } */ /** @brief Overloaded the function to steer the stone right and left @param value A vector whose first component is the direction in which we want to steer the stone. */ /* void Tower::moveRightLeft(const Vector2& value) { //orxout() << "rightLeft.x: " << value.x << endl; if(!this->delay_) { const Vector3& position = this->getPosition(); Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z); if(!this->tetris_->isValidMove(this, newPos)) return; this->setPosition(newPos); this->delay_ = true; this->delayTimer_.startTimer(); } } */ }