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Ignore:
Timestamp:
May 24, 2012, 10:00:06 AM (12 years ago)
Author:
mentzerf
Message:
  • Changed waypoint scale so that they are not visible anymore
  • Changed gun position
  • Changed Tower to be a Pawn subclass
  • Fixed glitches of Tower by overriding the orientation and rotation functions

+ Now spawning a few towers in -start

  • Clean up
File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/newlevel2012/src/modules/towerdefense/Tower.cc

    r9213 r9236  
    2222         Constructor. Registers and initializes the object.
    2323         */
    24     Tower::Tower(BaseObject* creator) : SpaceShip(creator)
     24    Tower::Tower(BaseObject* creator) : Pawn(creator)
    2525    {
    2626        RegisterObject(Tower);
     
    3636                */
    3737    }
     38       
     39        void Tower::setOrientation(const Quaternion& orientation)
     40        {
     41                static int ori;
     42                orxout() << "orientation " << ++ori << endl;
     43        }
     44       
     45        void Tower::rotateYaw(const Vector2& value)
     46        {
     47                static int yaw;
     48                orxout() << "rotateYaw " << ++yaw << endl;
     49        }
     50       
     51        void Tower::rotatePitch(const Vector2& value)
     52        {
     53                static int pitch;
     54                orxout() << "rotatePitch " << ++pitch << endl;
     55        }
     56       
     57        void Tower::rotateRoll(const Vector2& value)
     58        {
     59                static int roll;
     60                orxout() << "rotateRoll" << ++roll << endl;
     61        }
     62               
    3863        // This function is called whenever a player presses the up or the down key.
    3964    // You have to implement what happens when the up or the down key is pressed.
     
    5580         A vector whose first component is the angle by which to rotate.
    5681         */
     82                 /*
    5783    void Tower::moveFrontBack(const Vector2& value)
    5884    {
    5985        //orxout() << "frontBack.x: " << value.x << endl;
    6086    }
     87        */
    6188       
    6289    /**
     
    6693         A vector whose first component is the direction in which we want to steer the stone.
    6794         */
     95                 /*
    6896    void Tower::moveRightLeft(const Vector2& value)
    6997    {
    7098                //orxout() << "rightLeft.x: " << value.x << endl;
    71                 /*
     99               
    72100        if(!this->delay_)
    73101        {
     
    80108            this->delay_ = true;
    81109            this->delayTimer_.startTimer();
    82         }
    83                  */
     110                }
    84111    }
     112        */
    85113}
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