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source: code/branches/towerdefenseFS15/src/modules/towerdefense/TowerDefense.h @ 10406

Last change on this file since 10406 was 10406, checked in by fvultier, 9 years ago

There is now a cube that can be moved on the playground using the arrow keys.

  • Property svn:eol-style set to native
File size: 3.7 KB
RevLine 
[9098]1/*
[9112]2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
[9098]4 *
[9112]5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *
24 *   Co-authors:
25 *      ...
26 *
[9098]27 */
[9272]28
[9141]29 /**
[9272]30    @brief
31        GameType class for TowerDefense. See TowerDefenseReadme.txt for Information.
32
33    @ingroup TowerDefense
[9141]34 */
[9098]35
[9272]36
[9112]37#ifndef _TowerDefense_H__
38#define _TowerDefense_H__
[10258]39#include "TDCoordinate.h"
[10397]40#include "TowerDefenseSelecter.h"
[9112]41#include "towerdefense/TowerDefensePrereqs.h"
[10368]42#include "gametypes/TeamDeathmatch.h"
[10258]43#include "TowerDefenseEnemy.h"
44#include "util/Output.h"
45#include "core/object/WeakPtr.h"
[10388]46#include "TowerDefenseSelecter.h"
[10406]47#include "graphics/Camera.h"   
[9272]48
[10388]49
[9112]50namespace orxonox
51{
[10368]52    class _TowerDefenseExport TowerDefense : public TeamDeathmatch
[9112]53    {
[9272]54    public:
[9667]55        TowerDefense(Context* context);
[9272]56        virtual ~TowerDefense();
[9143]57
[10258]58        std::vector<orxonox::WeakPtr<TowerDefenseEnemy> > TowerDefenseEnemyvector;
[10340]59        Model* towerModelMatrix[16][16];
60        TowerDefenseTower* towerTurretMatrix[16][16];
[10258]61        void addTowerDefenseEnemy(std::vector<TDCoordinate*> path, int templatenr);
[9272]62        virtual void start(); //<! The function is called when the gametype starts
63        virtual void end();
64        virtual void tick(float dt);
[10406]65        virtual void spawnPlayer(PlayerInfo* player);
66        PlayerInfo* getPlayer(void) const;
[10258]67        int getCredit(){ return this->credit_; }
68        int getLifes(){ return this->lifes_; }
69        int getWaveNumber(){ return this->waves_; }
70        void setCredit(int credit){ credit_ = credit; }
71        void setLifes(int lifes){ lifes_ = lifes; }
72        void setWaveNumber(int wavenumber){ waves_=wavenumber; }
73        void buyTower(int cost){ credit_ -= cost;}
74        void addCredit(int credit) { credit_+=credit; }
[10368]75        void nextwave(){ TowerDefenseEnemyvector.clear(); waves_++; time=0;}
[10258]76        int reduceLifes(int NumberofLifes){ return lifes_-=NumberofLifes; }
[10397]77        TowerDefenseSelecter* selecter;
[9143]78
[9272]79        //virtual void pawnKilled(Pawn* victim, Pawn* killer = 0);
[9347]80        //virtual void playerScored(PlayerInfo* player, int score);
[9272]81
82
83        /*  Called by TowerDefenseCenterpoint upon game start
84            The centerpoint is used to create towers
85        */
86        void setCenterpoint(TowerDefenseCenterpoint *centerpoint);
87
88        /* Adds a tower at x, y in the playfield */
89        void addTower(int x, int y);
[10258]90        void upgradeTower(int x, int y);
[9272]91
92        //TODO: void spawnNewWave()
93        //TODO: create a timer which regularly calls the spawnNewWave function  (time driven)
94        //      or spawn a new wave when the old wave has been killed           (event driven)
95
96
97    private:
98        TowerDefenseCenterpoint *center_;
[10406]99        PlayerInfo* player_;
[10258]100        float time;
[10368]101//        float time2;
[10258]102        int credit_;
103        int waves_;
104        int lifes_;
[10368]105        Timer nextwaveTimer_;
[9272]106
107        /* handles stats */
[10258]108        bool hasEnoughCreditForTower(int towerCost);
109        bool hasEnoughCreditForUpgrade();
[9112]110    };
111}
112
113#endif /* _TowerDefense_H__ */
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