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source: code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2DShip.h @ 11613

Last change on this file since 11613 was 11613, checked in by vyang, 6 years ago

Geschwindigkeit im Level angepasst, Raumschiff kann das Spielfeld nicht mehr verlassen. TO DO: Rausfinden wie Rotation funktioniert → in Asteroid2DShip Funktionen Yaw, Pitch, Roll ueberladen oder im Levelfile anpassen.

File size: 2.9 KB
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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
47#include "tools/Timer.h"
48
49
50namespace orxonox
51{
52    class _Asteroids2DExport Asteroids2DShip : public SpaceShip
53    {
54        public:
55            Asteroids2DShip(Context* context);
56
57            virtual void tick(float dt) override;
58
59            // overwrite for 2d movement
60            //virtual void moveFrontBack(const Vector2& value) override;
61            //virtual void moveRightLeft(const Vector2& value) override;
62
63            // Starts or stops fireing
64            virtual void boost(bool bBoost) override;
65
66            //no rotation in x and z direction!
67            virtual void rotateYaw(const Vector2& value) override{}; // Rotate in yaw direction.
68            virtual void rotatePitch(const Vector2& value) override{}; // Rotate in pitch direction.
69            virtual void rotateRoll(const Vector2& value) override{}; // Rotate in roll direction.
70
71
72
73            virtual void updateLevel();
74
75            virtual inline bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) override;
76
77            float speed, damping, posforeward;
78            bool isFireing;
79            void showposition();
80
81        protected:
82            virtual void death() override;
83
84        private:
85            Asteroids2D* getGame();
86            float width, height;
87            WeakPtr<Asteroids2D> game;
88            WeakPtr<WorldEntity> lastEntity;
89            float lastTimeFront, lastTimeLeft, lastTime;
90            struct Velocity
91            {
92                float x;
93                float y;
94            } velocity, desiredVelocity;
95
96            Timer timer;
97    };
98}
99
100#endif /* _Asteroids2DShip_H__ */
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