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Changeset 11614


Ignore:
Timestamp:
Dec 1, 2017, 6:38:00 PM (6 years ago)
Author:
vyang
Message:

Asteroids werden random geladen→ collisionShape und Bewegung einstellen

Location:
code/branches/Asteroid_HS17
Files:
1 added
5 edited

Legend:

Unmodified
Added
Removed
  • code/branches/Asteroid_HS17/data/levels/Asteroids2D.oxw

    r11608 r11614  
    4545    <SpawnPoint team=0 position="0,0,0" lookat="0,0,0" spawnclass= Asteroids2DShip pawndesign=spaceshipasteroids2d />
    4646
    47     <Model mesh="axes.mesh" scale=10 position="0,0,0" />
     47    <!--<Model mesh="axes.mesh" scale=10 position="0,0,0" /> -->
     48
     49
     50    <?lua
     51      for i = 1, 250, 1
     52      do
     53      j = math.random()
     54    ?>
     55
     56    <MovableEntity
     57      position = "<?lua print(math.random()* 15000 - 1000) ?>,<?lua print(math.random() * 12000 - 4000) ?>,<?lua print(math.random() * 12000 - 4000) ?>"
     58      collisionType = dynamic
     59      linearDamping = 0.8
     60      angularDamping = 0
     61      scale = "<?lua print(j * 150)?>"
     62      collisiondamage = 1
     63      enablecollisiondamage = true
     64    >
     65      <attached>
     66        <Model mass="<?lua print(j * 1000) ?>" mesh="ast<?lua print( math.mod(i,6) + 1) ?>.mesh" />
     67      </attached>
     68      <collisionShapes>
     69        <SphereCollisionShape radius="<?lua print(j * 350) ?>" />
     70      </collisionShapes>
     71    </MovableEntity>
     72
     73    <?lua
     74      end
     75    ?>
     76
     77
    4878    <Asteroids2DCenterPoint name=asteroids2Dcenter />
    4979 
  • code/branches/Asteroid_HS17/data/levels/templates/spaceshipAsteroids2D.oxt

    r11613 r11614  
    2020   primaryThrust     = 150
    2121   auxilaryThrust    = 30
    22    rotationThrust    = 500
     22   rotationThrust    = 100
    2323
    2424   lift = 1;
     
    8585    <CameraPosition position="0,1300,-100" direction="0, -1, 0" drag=false mouselook=true />
    8686-->
    87     <CameraPosition position="0,600,0" pitch=-90 absolute=true />
     87    <CameraPosition position="0,600,0" pitch=-90 absolute=true drag = false mouselook=true/>
    8888    <CameraPosition position="0,50,160" drag=true mouselook=true />
    8989    <CameraPosition position="0,40,125" drag=true mouselook=true />
  • code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2DCube.cc

    r11593 r11614  
    3434#include "Asteroids2D.h"
    3535#include "core/CoreIncludes.h"
     36#include "util/Math.h"
    3637
    3738namespace orxonox
     
    3940    RegisterClass(Asteroids2DCube);
    4041
    41     Asteroids2DCube::Asteroids2DCube(Context* context) : MovableEntity(context)
     42    Asteroids2DCube::Asteroids2DCube(Context* context) : Pawn(context)
    4243    {
    4344        RegisterObject(Asteroids2DCube);
     45        this->size = 1;
     46        this->width = 1043;
     47        this->height = 646;
     48        //this->setPosition();
     49        //this->setVelocity(Vector3 )
     50    }
     51
     52    void Asteroids2DCube::tick(float dt)
     53    {
     54        SUPER(Asteroids2DCube, tick, dt);
     55       
     56
    4457    }
    4558
  • code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2DCube.h

    r11593 r11614  
    3838#include "asteroids2D/Asteroids2DPrereqs.h"
    3939
    40 #include "worldentities/MovableEntity.h"
     40#include "worldentities/pawns/Pawn.h"
    4141
    4242
    4343namespace orxonox
    4444{
    45     class _Asteroids2DExport Asteroids2DCube : public MovableEntity
     45    class _Asteroids2DExport Asteroids2DCube : public Pawn
    4646    {
    4747       public:
    4848            Asteroids2DCube(Context* context);
     49            virtual void tick(float dt) override;
    4950
    5051       private:
     52                int size;                               // three sizes, 3-> two 2s, 2-> two 1s, 1-> die
     53                float width, height;    //field
    5154    };
    5255}
  • code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2DShip.h

    r11613 r11614  
    6565
    6666            //no rotation in x and z direction!
    67             virtual void rotateYaw(const Vector2& value) override{}; // Rotate in yaw direction.
     67            //virtual void rotateYaw(const Vector2& value) override{}; // Rotate in yaw direction.
    6868            virtual void rotatePitch(const Vector2& value) override{}; // Rotate in pitch direction.
    6969            virtual void rotateRoll(const Vector2& value) override{}; // Rotate in roll direction.
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