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source: code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2DShip.h @ 11608

Last change on this file since 11608 was 11608, checked in by vyang, 6 years ago

Asteroids2D erfolgreich als Minigame eingebunden, Dimensionen des Spielfeldes werden im CenterPoint gesetzt.

File size: 2.8 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 rotateYaw(const Vector2& value) override{};
65            virtual void rotatePitch(const Vector2& value) override{};
66
67            //return to main menu if game has ended.
68            virtual void rotateRoll(const Vector2& value) override{if (getGame()) if (getGame()->bEndGame) getGame()->end();};
69
70            virtual void updateLevel();
71
72            virtual inline bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) override;
73
74            float speed, damping, posforeward;
75            bool isFireing;
76
77        protected:
78            virtual void death() override;
79
80        private:
81            Asteroids2D* getGame();
82            WeakPtr<Asteroids2D> game;
83            WeakPtr<WorldEntity> lastEntity;
84            float lastTimeFront, lastTimeLeft, lastTime;
85            struct Velocity
86            {
87                float x;
88                float y;
89            } velocity, desiredVelocity;
90
91    };
92}
93
94#endif /* _Asteroids2DShip_H__ */
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