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source: code/branches/pickupsFS14/src/modules/jump/JumpShip.h @ 10007

Last change on this file since 10007 was 10005, checked in by fvultier, 12 years ago

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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 JumpShip.h
31    @brief Declaration of the JumpShip class.
32*/
33
34#ifndef _JumpShip_H__
35#define _JumpShip_H__
36
37#include "jump/JumpPrereqs.h"
38
39#include "worldentities/pawns/SpaceShip.h"
40#include "graphics/Camera.h"
41#include "weapons/projectiles/Projectile.h"
42
43namespace orxonox
44{
45    class _JumpExport JumpShip : public SpaceShip
46    {
47        public:
48            JumpShip(Context* context);
49
50            virtual void tick(float dt);
51
52            // overwrite for 2d movement
53            virtual void moveFrontBack(const Vector2& value);
54            virtual void moveRightLeft(const Vector2& value);
55/*
56            // Starts or stops fireing
57            virtual void boost(bool bBoost);
58
59            //no rotation!
60            virtual void rotateYaw(const Vector2& value){};
61            virtual void rotatePitch(const Vector2& value){};
62            //return to main menu if game has ended.
63            virtual void rotateRoll(const Vector2& value){if (getGame()) if (getGame()->bEndGame) getGame()->end();};
64
65            virtual void updateLevel();
66
67            virtual inline bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint);
68
69        protected:
70            virtual void death();*/
71        private:
72            WeakPtr<Jump> getGame();
73            WeakPtr<Jump> game;
74            //Camera* camera;
75            //bool isFireing;
76            //float speed;
77            //float damping
78            //float posforeward;
79            //float lastTimeFront;
80            //float lastTimeLeft;
81            //float lastTime;
82            //WeakPtr<JumpEnemy> lastEnemy;
83            //WeakPtr<Projectile> lastShot;
84
85            /*
86            struct Velocity
87            {
88                float x;
89                float y;
90            } velocity, desiredVelocity;*/
91
92            bool left;
93            bool right;
94
95
96
97    };
98}
99
100#endif /* _JumpShip_H__ */
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