/* * 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 JumpShip.h @brief Declaration of the JumpShip class. */ #ifndef _JumpShip_H__ #define _JumpShip_H__ #include "jump/JumpPrereqs.h" #include "worldentities/pawns/SpaceShip.h" #include "graphics/Camera.h" #include "weapons/projectiles/Projectile.h" #include "JumpPlatform.h" namespace orxonox { class _JumpExport JumpShip : public SpaceShip { public: JumpShip(Context* context); virtual void tick(float dt); // overwrite for 2d movement virtual void moveFrontBack(const Vector2& value); virtual void moveRightLeft(const Vector2& value); /* // Starts or stops fireing virtual void boost(bool bBoost); */ //no rotation! virtual void rotateYaw(const Vector2& value){}; virtual void rotatePitch(const Vector2& value){}; //return to main menu if game has ended. virtual void rotateRoll(const Vector2& value){}; /*virtual void updateLevel(); virtual inline bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint); protected: virtual void death();*/ private: WeakPtr getGame(); WeakPtr game; WeakPtr camera; const float xVelocity = 150.0f; const float xBoundary = 200.0f; //bool isFireing; //float speed; //float damping //float posforeward; //float lastTimeFront; //float lastTimeLeft; //float lastTime; //WeakPtr lastEnemy; //WeakPtr lastShot; /* struct Velocity { float x; float y; } velocity, desiredVelocity;*/ bool leftPressed; bool rightPressed; bool upPressed; bool downPressed; float yScreenPosition; float yVelocity; const float yAcceleration = 10.0f; const float ySpeedAfterJump = 300.0f; JumpPlatform* platform; }; } #endif /* _JumpShip_H__ */