/*! * @file hover.h * Implements the Control of a Hover */ #ifndef _HOVER_H #define _HOVER_H #include "playable.h" class Hover : public Playable { public: Hover(const char* fileName); Hover(const TiXmlElement* root = NULL); virtual ~Hover(); virtual void loadParams(const TiXmlElement* root); virtual void enter(); virtual void leave(); virtual void postSpawn(); virtual void leftWorld(); virtual void collidesWith(WorldEntity* entity, const Vector& location); virtual void tick(float dt); virtual void draw() const; virtual void process(const Event &event); private: void init(); void movement(float dt); private: bool bForward; //!< forward button pressed. bool bBackward; //!< backward button pressed. bool bLeft; //!< left button pressed. bool bRight; //!< right button pressed. bool bAscend; //!< ascend button pressed. bool bDescend; //!< descend button presses. int yInvert; float mouseSensitivity; //!< the mouse sensitivity PNode wingNodeLeft; PNode wingNodeRight; PNode rotorNodeLeft; PNode rotorNodeRight; PNode cameraNode; float cameraLook; float rotation; Vector velocity; //!< the velocity of the Hover. Quaternion direction; //!< the direction of the Hover. float travelSpeed; //!< the current speed of the Hove (to make soft movement) float acceleration; //!< the acceleration of the Hover. float airFriction; //!< AirFriction. float rotorSpeed; //!< the speed of the rotor. float rotorCycle; //!< The Cycle the rotor is in. float airViscosity; }; #endif /* _HOVERS_H */