/* * 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: * Cyrill Burgener * Co-authors: * ... * */ /** @file HoverShip.cc @brief Implementation of the HoverShip class. */ #include "HoverShip.h" #include "core/CoreIncludes.h" namespace orxonox { RegisterClass(HoverShip); HoverShip::HoverShip(Context* context) : SpaceShip(context) { RegisterObject(HoverShip); } void HoverShip::tick(float dt) { SUPER(HoverShip, tick, dt); } /*void HoverShip::moveFrontBack(const Vector2& value) { this->steering_.z -= value.x; } void HoverShip::moveRightLeft(const Vector2& value) { this->steering_.x += value.x; } void HoverShip::moveUpDown(const Vector2& value) { this->steering_.y += value.x; } void HoverShip::rotateYaw(const Vector2& value) {} void HoverShip::rotatePitch(const Vector2& value) {} void HoverShip::rotateRoll(const Vector2& value) {}*/ bool HoverShip::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) { orxout() << "collision" << endl; /*if (contactPoint.m_normalWorldOnB.y() > 0.6) this->isFloor_ = true; else this->isFloor_ = false; return false;*/ return false; } void HoverShip::boost(bool bBoost) { /*if (this->isFloor_) { if (!this->thisTickBoost_) this->localVelocity_.y = jumpValue_; //this->physicalBody_->applyCentralImpulse(btVector3(0, jumpvalue, 0)); this->thisTickBoost_ = true; this->isFloor_ = false; }*/ } /* Hover* HoverShip::getGame() { if (game == NULL) { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) { game = *it; } } return game; }*/ }