/* * 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 InvaderShip.h @brief Declaration of the InvaderShip class. */ #ifndef _Orxo_H__ #define _Orxo_H__ //#include "invader/InvaderPrereqs.h" //#include "weapons/WeaponsPrereqs.h" #include "worldentities/pawns/SpaceShip.h" namespace orxonox { class Orxo : public SpaceShip { public: Orxo(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! virtual void rotateYaw(const Vector2& value) override{}; virtual void rotatePitch(const Vector2& value) override{}; //return to main menu if game has ended. virtual void rotateRoll(const Vector2& value) override; virtual void updateLevel(); virtual inline bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) override; protected: virtual void death() override; private: //SOB* getGame(); //WeakPtr game; Camera* camera; float speed, damping, posforeward; float lastTimeFront, lastTimeLeft, lastTime; struct Velocity { float x; float y; } velocity, desiredVelocity; // WeakPtr lastEnemy; //WeakPtr lastShot; }; } #endif /* _InvaderShip_H__ */