| 1 | // | 
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| 2 | //  Tower.cc | 
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| 3 | //  Orxonox | 
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| 4 | // | 
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| 5 | //  Created by Fabian Mentzer on 29.04.12. | 
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| 6 | //  Copyright (c) 2012 __MyCompanyName__. All rights reserved. | 
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| 7 | // | 
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| 8 |  | 
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| 9 | /* Not implemented fully */ | 
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| 10 |  | 
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| 11 | #include "Tower.h" | 
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| 12 |  | 
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| 13 | #include "core/CoreIncludes.h" | 
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| 14 | //#include "core/XMLPort.h" | 
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| 15 |  | 
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| 16 | namespace orxonox | 
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| 17 | { | 
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| 18 |     CreateFactory(Tower); | 
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| 19 |  | 
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| 20 |     /** | 
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| 21 |     @brief | 
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| 22 |         Constructor. Registers and initializes the object. | 
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| 23 |     */ | 
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| 24 |     Tower::Tower(BaseObject* creator) : Pawn(creator) | 
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| 25 |     { | 
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| 26 |         RegisterObject(Tower); | 
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| 27 |  | 
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| 28 |         this->setCollisionType(WorldEntity::Dynamic); | 
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| 29 |  | 
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| 30 |         //this->removeAllEngines(); | 
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| 31 |  | 
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| 32 |         /* | 
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| 33 |         this->size_ = 10.0f; | 
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| 34 |         this->delay_ = false; | 
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| 35 |         this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisStone::enableMovement, this))); | 
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| 36 |         */ | 
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| 37 |     } | 
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| 38 |  | 
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| 39 |     void Tower::setOrientation(const Quaternion& orientation) | 
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| 40 |     { | 
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| 41 |         static int ori; | 
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| 42 |         orxout() << "orientation " << ++ori << endl; | 
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| 43 |     } | 
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| 44 |  | 
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| 45 |     void Tower::rotateYaw(const Vector2& value) | 
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| 46 |     { | 
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| 47 |         static int yaw; | 
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| 48 |         orxout() << "rotateYaw " << ++yaw << endl; | 
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| 49 |     } | 
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| 50 |  | 
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| 51 |     void Tower::rotatePitch(const Vector2& value) | 
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| 52 |     { | 
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| 53 |         static int pitch; | 
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| 54 |         orxout() << "rotatePitch " << ++pitch << endl; | 
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| 55 |     } | 
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| 56 |  | 
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| 57 |     void Tower::rotateRoll(const Vector2& value) | 
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| 58 |     { | 
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| 59 |         static int roll; | 
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| 60 |         orxout() << "rotateRoll" << ++roll << endl; | 
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| 61 |     } | 
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| 62 |  | 
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| 63 |     // This function is called whenever a player presses the up or the down key. | 
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| 64 |     // You have to implement what happens when the up or the down key is pressed. | 
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| 65 |     // value.x < 0 means: down key is pressed. | 
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| 66 |     // 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 | 
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| 67 |     // player controls in order to move the tower along the centerpoint and in order to place the tower at the appropriate position. | 
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| 68 |     // | 
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| 69 |  | 
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| 70 |     // The tower itsself is controlled by a WayPointPatroController at the instance you place it on the centerpoint. | 
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| 71 |     //(don't forget to set the team_ parameter such that all tower are in the same team) | 
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| 72 |  | 
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| 73 |     //How to move a tower: simply attach the tower to the TowerMover | 
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| 74 |     //How to place a tower: detach the tower from the TowerMover | 
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| 75 |  | 
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| 76 |     /** | 
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| 77 |     @brief | 
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| 78 |         Overloaded the function to rotate the stone. | 
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| 79 |     @param value | 
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| 80 |         A vector whose first component is the angle by which to rotate. | 
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| 81 |     */ | 
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| 82 |     /* | 
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| 83 |     void Tower::moveFrontBack(const Vector2& value) | 
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| 84 |     { | 
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| 85 |         //orxout() << "frontBack.x: " << value.x << endl; | 
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| 86 |     } | 
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| 87 |     */ | 
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| 88 |  | 
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| 89 |     /** | 
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| 90 |     @brief | 
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| 91 |         Overloaded the function to steer the stone right and left | 
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| 92 |     @param value | 
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| 93 |         A vector whose first component is the direction in which we want to steer the stone. | 
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| 94 |     */ | 
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| 95 |     /* | 
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| 96 |     void Tower::moveRightLeft(const Vector2& value) | 
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| 97 |     { | 
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| 98 |         //orxout() << "rightLeft.x: " << value.x << endl; | 
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| 99 |  | 
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| 100 |         if(!this->delay_) | 
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| 101 |         { | 
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| 102 |             const Vector3& position = this->getPosition(); | 
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| 103 |             Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z); | 
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| 104 |             if(!this->tetris_->isValidMove(this, newPos)) | 
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| 105 |                 return; | 
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| 106 |  | 
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| 107 |             this->setPosition(newPos); | 
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| 108 |             this->delay_ = true; | 
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| 109 |             this->delayTimer_.startTimer(); | 
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| 110 |         } | 
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| 111 |     } | 
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| 112 |     */ | 
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| 113 | } | 
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