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source: code/branches/towerdefenseHS14/src/modules/towerdefense/TowerDefenseTower.cc @ 10246

Last change on this file since 10246 was 10246, checked in by landauf, 9 years ago

replaced tabs with spaces + some formatting sometimes. no changes in code.

  • Property svn:eol-style set to native
File size: 4.1 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) : Pawn(context)
25    {
26        RegisterObject(TowerDefenseTower);
27
28        this->setCollisionType(WorldEntity::Dynamic);
29        upgrade = 0;
30
31        //this->removeAllEngines();
32
33        /*
34        this->size_ = 10.0f;
35        this->delay_ = false;
36        this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisStone::enableMovement, this)));
37        */
38    }
39
40    void TowerDefenseTower::setOrientation(const Quaternion& orientation)
41    {
42        static int ori;
43        //orxout() << "orientation " << ++ori << endl;
44    }
45
46    void TowerDefenseTower::rotateYaw(const Vector2& value)
47    {
48        static int yaw;
49        //orxout() << "rotateYaw " << ++yaw << endl;
50    }
51
52    void TowerDefenseTower::rotatePitch(const Vector2& value)
53    {
54        static int pitch;
55        //orxout() << "rotatePitch " << ++pitch << endl;
56    }
57
58    void TowerDefenseTower::rotateRoll(const Vector2& value)
59    {
60        static int roll;
61        //orxout() << "rotateRoll" << ++roll << endl;
62    }
63
64    bool TowerDefenseTower::upgradeTower()
65    {
66        if(upgrade < 3)
67        {
68            upgrade++;
69            float reloadrate = getReloadRate();
70            float reloadwaittime = getReloadWaitTime();
71            this->setDamageMultiplier(5000);
72
73            reloadrate = 0.5f*reloadrate;
74            reloadwaittime = 0.5f*reloadwaittime;
75            setReloadRate(reloadrate);
76            setReloadWaitTime(reloadwaittime);
77            this->addTemplate("towerturret1");
78        }
79        else
80        {
81            orxout() << "Tower fully upgraded" << endl;
82            return false;
83        }
84        return true;
85    }
86
87    // This function is called whenever a player presses the up or the down key.
88    // You have to implement what happens when the up or the down key is pressed.
89    // value.x < 0 means: down key is pressed.
90    // 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
91    // player controls in order to move the TowerDefenseTower along the centerpoint and in order to place the TowerDefenseTower at the appropriate position.
92    //
93
94    // The TowerDefenseTower itsself is controlled by a WayPointPatroController at the instance you place it on the centerpoint.
95    //(don't forget to set the team_ parameter such that all TowerDefenseTower are in the same team)
96
97    //How to move a TowerDefenseTower: simply attach the TowerDefenseTower to the TowerDefenseTowerMover
98    //How to place a TowerDefenseTower: detach the TowerDefenseTower from the TowerDefenseTowerMover
99
100    /**
101    @brief
102        Overloaded the function to rotate the stone.
103    @param value
104        A vector whose first component is the angle by which to rotate.
105    */
106    /*
107    void TowerDefenseTower::moveFrontBack(const Vector2& value)
108    {
109        //orxout() << "frontBack.x: " << value.x << endl;
110    }
111    */
112
113    /**
114    @brief
115        Overloaded the function to steer the stone right and left
116    @param value
117        A vector whose first component is the direction in which we want to steer the stone.
118    */
119    /*
120    void TowerDefenseTower::moveRightLeft(const Vector2& value)
121    {
122        //orxout() << "rightLeft.x: " << value.x << endl;
123
124        if(!this->delay_)
125        {
126            const Vector3& position = this->getPosition();
127            Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z);
128            if(!this->tetris_->isValidMove(this, newPos))
129                return;
130
131            this->setPosition(newPos);
132            this->delay_ = true;
133            this->delayTimer_.startTimer();
134        }
135    }
136    */
137}
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