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source: code/branches/pickupsFS14/src/modules/jump/JumpShip.h @ 10022

Last change on this file since 10022 was 10022, checked in by fvultier, 10 years ago

Anzeigen eines .mesh files funktioniert. Es wird nicht im Level-File geladen sondern dynamisch zur laufzeit, wenn die s-taste gedrueckt wird.

File size: 3.1 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 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#include "JumpPlatform.h"
43
44namespace orxonox
45{
46    class _JumpExport JumpShip : public SpaceShip
47    {
48        public:
49            JumpShip(Context* context);
50
51            virtual void tick(float dt);
52
53            // overwrite for 2d movement
54            virtual void moveFrontBack(const Vector2& value);
55            virtual void moveRightLeft(const Vector2& value);
56/*
57            // Starts or stops fireing
58            virtual void boost(bool bBoost);
59*/
60            //no rotation!
61            virtual void rotateYaw(const Vector2& value){}; 
62            virtual void rotatePitch(const Vector2& value){};
63            //return to main menu if game has ended.
64            virtual void rotateRoll(const Vector2& value){};
65
66            /*virtual void updateLevel();
67
68            virtual inline bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint);
69
70        protected:
71            virtual void death();*/
72        private:
73            WeakPtr<Jump> getGame();
74            WeakPtr<Jump> game;
75            WeakPtr<Camera> camera;
76            const float xVelocity = 150.0f;
77            const float xBoundary = 200.0f;
78
79
80            //bool isFireing;
81            //float speed;
82            //float damping
83            //float posforeward;
84            //float lastTimeFront;
85            //float lastTimeLeft;
86            //float lastTime;
87            //WeakPtr<JumpEnemy> lastEnemy;
88            //WeakPtr<Projectile> lastShot;
89
90            /*
91            struct Velocity
92            {
93                float x;
94                float y;
95            } velocity, desiredVelocity;*/
96
97            bool leftPressed;
98            bool rightPressed;
99            bool upPressed;
100            bool downPressed;
101
102            float yScreenPosition;
103            float yVelocity;
104            const float yAcceleration = 10.0f;
105            const float ySpeedAfterJump = 300.0f;
106
107            JumpPlatform* platform;
108    };
109}
110
111#endif /* _JumpShip_H__ */
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