Game Development Reference
In-Depth Information
Listing 10-43. Creating the ArenaObject Set for the Game
void CreateArenaObjectsSet(Context iContext)
{
m_ArenaObjectsSet = new ArenaObjectSet(iContext);
// Cube 1
float MaxVelocity = 0.1f;
ArenaObject3d Obj = CreateArenaObjectCube1(iContext);
Obj.SetArenaObjectID("cube1");
Obj.GetObjectStats().SetDamageValue(10);
Obj.GetObjectPhysics().GetMaxVelocity().Set(MaxVelocity, 1, MaxVelocity);
boolean result = m_ArenaObjectsSet.AddNewArenaObject(Obj);
// Cube 2
Obj = CreateArenaObjectCube2(iContext);
Obj.SetArenaObjectID("cube2");
Obj.GetObjectStats().SetDamageValue(10);
Obj.GetObjectPhysics().GetMaxVelocity().Set(MaxVelocity, 1, MaxVelocity);
result = m_ArenaObjectsSet.AddNewArenaObject(Obj);
}
The CreateTankFleet() function creates the fleet of tanks by generating two different types of tanks
and adding them to the m_TankFleet array by calling the AddNewTankVehicle() function.
(See Listing 10-44.)
Listing 10-44. Creating the Tank Fleet
void CreateTankFleet(Context iContext)
{
m_TankFleet = new TankFleet(iContext);
// Tank1
Tank TankVehicle = CreateTankType1(iContext);
// Set Material
TankVehicle.GetMainBody().GetMaterial().SetEmissive(0.0f, 0.5f, 0f);
TankVehicle.GetTurret().GetMaterial().SetEmissive(0.5f, 0, 0.0f);
// Tank ID
TankVehicle.SetVehicleID("tank1");
// Set Patrol Order
int MAX_WAYPOINTS = 10;
Vector3[] WayPoints = new Vector3[MAX_WAYPOINTS];
int NumberWayPoints = GenerateTankWayPoints(WayPoints);
AIVehicleObjectsAffected ObjectsAffected = AIVehicleObjectsAffected.PrimaryWeapon;
Vector3 Target = new Vector3(0,0,0);
Object3d TargetObj = null;
int NumberRoundToFire = 2;
int FiringDelay = 5000;
 
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