/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Florian Zinggeler * Co-authors: * ... * */ /** @file Asteroids2DShip.h @brief Declaration of the Asteroids2DShip class. */ #ifndef _Asteroids2DShip_H__ #define _Asteroids2DShip_H__ #include "asteroids2D/Asteroids2DPrereqs.h" #include "core/XMLPort.h" #include "worldentities/pawns/SpaceShip.h" #include "graphics/Camera.h" #include "Asteroids2D.h" // Is necessary for getGame function //#include "Asteroids2DCenterPoint.h" #include "tools/Timer.h" namespace orxonox { class _Asteroids2DExport Asteroids2DShip : public SpaceShip { public: Asteroids2DShip(Context* context); virtual void tick(float dt) override; // overwrite for 2d movement //virtual void moveFrontBack(const Vector2& value) override; //virtual void moveRightLeft(const Vector2& value) override; // Starts or stops fireing virtual void boost(bool bBoost) override; //no rotation in x and z direction! virtual void rotateYaw(const Vector2& value) override{}; // Rotate in yaw direction. virtual void rotatePitch(const Vector2& value) override{}; // Rotate in pitch direction. virtual void rotateRoll(const Vector2& value) override{}; // Rotate in roll direction. virtual void updateLevel(); virtual inline bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) override; float speed, damping, posforeward; bool isFireing; void showposition(); protected: virtual void death() override; private: Asteroids2D* getGame(); float width, height; WeakPtr game; WeakPtr lastEntity; float lastTimeFront, lastTimeLeft, lastTime; struct Velocity { float x; float y; } velocity, desiredVelocity; Timer timer; }; } #endif /* _Asteroids2DShip_H__ */