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Ignore:
Timestamp:
Jun 3, 2012, 6:05:24 PM (13 years ago)
Author:
landauf
Message:

replaced tabs with spaces (no code changed)

File:
1 edited

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Unmodified
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  • code/branches/presentation2012merge/src/modules/towerdefense/Tower.cc

    r9271 r9272  
    1717{
    1818    CreateFactory(Tower);
    19        
     19
    2020    /**
    21         @brief
    22         Constructor. Registers and initializes the object.
    23         */
     21    @brief
     22        Constructor. Registers and initializes the object.
     23    */
    2424    Tower::Tower(BaseObject* creator) : Pawn(creator)
    2525    {
     
    3434        this->delay_ = false;
    3535        this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisStone::enableMovement, this)));
    36                 */
     36        */
    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                
    63         // This function is called whenever a player presses the up or the down key.
     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
     63    // This function is called whenever a player presses the up or the down key.
    6464    // You have to implement what happens when the up or the down key is pressed.
    6565    // value.x < 0 means: down key is pressed.
     
    7575
    7676    /**
    77         @brief
    78         Overloaded the function to rotate the stone.
    79         @param value
    80         A vector whose first component is the angle by which to rotate.
    81         */
    82                 /*
     77    @brief
     78        Overloaded the function to rotate the stone.
     79    @param value
     80        A vector whose first component is the angle by which to rotate.
     81    */
     82    /*
    8383    void Tower::moveFrontBack(const Vector2& value)
    8484    {
    8585        //orxout() << "frontBack.x: " << value.x << endl;
    8686    }
    87         */
    88        
     87    */
     88
    8989    /**
    90         @brief
    91         Overloaded the function to steer the stone right and left
    92         @param value
    93         A vector whose first component is the direction in which we want to steer the stone.
    94         */
    95                 /*
     90    @brief
     91        Overloaded the function to steer the stone right and left
     92    @param value
     93        A vector whose first component is the direction in which we want to steer the stone.
     94    */
     95    /*
    9696    void Tower::moveRightLeft(const Vector2& value)
    9797    {
    98                 //orxout() << "rightLeft.x: " << value.x << endl;
    99                
     98        //orxout() << "rightLeft.x: " << value.x << endl;
     99
    100100        if(!this->delay_)
    101101        {
     
    104104            if(!this->tetris_->isValidMove(this, newPos))
    105105                return;
    106                        
     106
    107107            this->setPosition(newPos);
    108108            this->delay_ = true;
    109109            this->delayTimer_.startTimer();
    110                 }
     110        }
    111111    }
    112         */
     112    */
    113113}
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