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source: code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2DShip.h @ 11593

Last change on this file since 11593 was 11593, checked in by vyang, 6 years ago

MiniGameTest Minigame erstellt → Kopie von DodgeRace, Namen von Asteroid zu Asteroid 2D geaendert, da schon eine Klasse mit dem selben Namen existiert

File size: 2.7 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Florian Zinggeler
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file Asteroids2DShip.h
31    @brief Declaration of the Asteroids2DShip class.
32*/
33
34#ifndef _Asteroids2DShip_H__
35#define _Asteroids2DShip_H__
36
37
38#include "asteroids2D/Asteroids2DPrereqs.h"
39
40#include "core/XMLPort.h"
41#include "worldentities/pawns/SpaceShip.h"
42#include "graphics/Camera.h"
43
44#include "Asteroids2D.h" // Is necessary for getGame function
45//#include "Asteroids2DCenterPoint.h"
46
47namespace orxonox
48{
49    class _Asteroids2DExport Asteroids2DShip : public SpaceShip
50    {
51        public:
52            Asteroids2DShip(Context* context);
53
54            virtual void tick(float dt) override;
55
56            // overwrite for 2d movement
57            virtual void moveFrontBack(const Vector2& value) override;
58            virtual void moveRightLeft(const Vector2& value) override;
59
60            // Starts or stops fireing
61            virtual void boost(bool bBoost) override;
62
63            //no rotation!
64            virtual void rotatePitch(const Vector2& value) override{};
65
66            //return to main menu if game has ended.
67            virtual void rotateRoll(const Vector2& value) override{if (getGame()) if (getGame()->bEndGame) getGame()->end();};
68
69            virtual inline bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) override;
70
71            float speed, damping, posforeward;
72            bool isFireing;
73
74        protected:
75            virtual void death() override;
76
77        private:
78            Asteroids2D* getGame();
79            WeakPtr<Asteroids2D> game;
80            WeakPtr<WorldEntity> lastEntity;
81            float lastTimeFront, lastTimeLeft, lastTime;
82            struct Velocity
83            {
84                float x;
85                float y;
86            } velocity, desiredVelocity;
87
88    };
89}
90
91#endif /* _Asteroids2DShip_H__ */
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