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source: code/branches/towerdefenseFS15/src/modules/towerdefense/TowerDefenseTower.cc @ 10335

Last change on this file since 10335 was 10335, checked in by erbj, 9 years ago

tower don't shoot at the centerpoint anymore(because we shifted it by 2000,hack) and the tower and model are two different things now

  • Property svn:eol-style set to native
File size: 3.8 KB
Line 
1//
2//  TowerDefenseTower.cc
3//  Orxonox
4//
5//  Created by Fabian Mentzer on 29.04.12.
6//  Copyright (c) 2012 __MyCompanyName__. All rights reserved.
7//
8
9/* Not implemented fully */
10
11#include "TowerDefenseTower.h"
12
13#include "core/CoreIncludes.h"
14//#include "core/XMLPort.h"
15
16namespace orxonox
17{
18    RegisterClass(TowerDefenseTower);
19
20    /**
21    @brief
22        Constructor. Registers and initializes the object.
23    */
24    TowerDefenseTower::TowerDefenseTower(Context* context) : Turret(context)
25    {
26        RegisterObject(TowerDefenseTower);
27        game_ =NULL;
28        this->setCollisionType(WorldEntity::None);
29        upgrade = 0;
30        this->addTemplate("towerdefensetower");
31
32
33
34        //this->removeAllEngines();
35
36        /*
37        this->size_ = 10.0f;
38        this->delay_ = false;
39        this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisStone::enableMovement, this)));
40        */
41    }
42
43    /*
44    void TowerDefenseTower::setOrientation(const Quaternion& orientation)
45    {
46    }
47
48    void TowerDefenseTower::rotateYaw(const Vector2& value)
49    {
50    }
51
52    void TowerDefenseTower::rotatePitch(const Vector2& value)
53    {
54    }
55
56    void TowerDefenseTower::rotateRoll(const Vector2& value)
57    {
58    }
59    */
60
61    bool TowerDefenseTower::upgradeTower()
62    {
63        if(upgrade < 3)
64        {
65            upgrade++;
66            float reloadrate = getReloadRate();
67            float reloadwaittime = getReloadWaitTime();
68            this->setDamageMultiplier(5000);
69
70            reloadrate = 0.5f*reloadrate;
71            reloadwaittime = 0.5f*reloadwaittime;
72            setReloadRate(reloadrate);
73            setReloadWaitTime(reloadwaittime);
74            //this->addTemplate("towerturret1");
75        }
76        else
77        {
78            orxout() << "Tower fully upgraded" << endl;
79            return false;
80        }
81        return true;
82    }
83
84    // This function is called whenever a player presses the up or the down key.
85    // You have to implement what happens when the up or the down key is pressed.
86    // value.x < 0 means: down key is pressed.
87    // 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
88    // player controls in order to move the TowerDefenseTower along the centerpoint and in order to place the TowerDefenseTower at the appropriate position.
89    //
90
91    // The TowerDefenseTower itsself is controlled by a WayPointPatroController at the instance you place it on the centerpoint.
92    //(don't forget to set the team_ parameter such that all TowerDefenseTower are in the same team)
93
94    //How to move a TowerDefenseTower: simply attach the TowerDefenseTower to the TowerDefenseTowerMover
95    //How to place a TowerDefenseTower: detach the TowerDefenseTower from the TowerDefenseTowerMover
96
97    /**
98    @brief
99        Overloaded the function to rotate the stone.
100    @param value
101        A vector whose first component is the angle by which to rotate.
102    */
103    /*
104    void TowerDefenseTower::moveFrontBack(const Vector2& value)
105    {
106        //orxout() << "frontBack.x: " << value.x << endl;
107    }
108    */
109
110    /**
111    @brief
112        Overloaded the function to steer the stone right and left
113    @param value
114        A vector whose first component is the direction in which we want to steer the stone.
115    */
116    /*
117    void TowerDefenseTower::moveRightLeft(const Vector2& value)
118    {
119        //orxout() << "rightLeft.x: " << value.x << endl;
120
121        if(!this->delay_)
122        {
123            const Vector3& position = this->getPosition();
124            Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z);
125            if(!this->tetris_->isValidMove(this, newPos))
126                return;
127
128            this->setPosition(newPos);
129            this->delay_ = true;
130            this->delayTimer_.startTimer();
131        }
132    }
133    */
134}
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