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source: code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2DShip.h @ 11645

Last change on this file since 11645 was 11645, checked in by vyang, 6 years ago

Asteroids2DShip ist 3s immun, nachdem es von einem Asteroiden getroffen wurde. Das Raumschiff hat nun eine Waffe → Richtung der Projektile muss noch angepasst werden

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
41#include "core/XMLPort.h"
42#include "worldentities/pawns/SpaceShip.h"
43#include "weapons/WeaponsPrereqs.h"
44#include "graphics/Camera.h"
45
46#include "Asteroids2D.h" // Is necessary for getGame function
47//#include "Asteroids2DCenterPoint.h"
48#include "Asteroids2DStone.h"
49
50#include "tools/Timer.h"
51
52
53namespace orxonox
54{
55    class _Asteroids2DExport Asteroids2DShip : public SpaceShip
56    {
57        public:
58            Asteroids2DShip(Context* context);
59
60            virtual void tick(float dt) override;
61
62            // Starts or stops fireing
63            virtual void boost(bool bBoost) override;
64
65            //no rotation in x and z direction!
66            //virtual void rotateYaw(const Vector2& value) override{}; // Rotate in yaw direction.
67            virtual void rotatePitch(const Vector2& value) override{}; // Rotate in pitch direction.
68            virtual void rotateRoll(const Vector2& value) override{}; // Rotate in roll direction.
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            void showposition();
77            void toggleImmune()
78            {
79                bImmune = !bImmune;
80            }
81
82        protected:
83            virtual void death() override;
84
85        private:
86            Asteroids2D* getGame();
87
88            float width, height;
89            WeakPtr<Asteroids2D> game;
90            bool bImmune;
91            Timer timer;
92            Timer isimmune;
93    };
94}
95
96#endif /* _Asteroids2DShip_H__ */
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