Index: code/branches/pickupsFS14/src/modules/jump/JumpCenterPoint.cc
===================================================================
--- code/branches/pickupsFS14/src/modules/jump/JumpCenterPoint.cc	(revision 10050)
+++ 	(revision )
@@ -1,74 +1,0 @@
-/*
- *   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 JumpCenterPoint.cc
-    @brief Implementation of the JumpCenterPoint class.
-*/
-
-#include "JumpCenterPoint.h"
-
-#include "core/CoreIncludes.h"
-
-#include "Jump.h"
-
-namespace orxonox
-{
-    RegisterClass(JumpCenterPoint);
-
-    JumpCenterPoint::JumpCenterPoint(Context* context) : StaticEntity(context)
-    {
-        RegisterObject(JumpCenterPoint);
-
-        this->checkGametype();
-    }
-
-    void JumpCenterPoint::XMLPort(Element& xmlelement, XMLPort::Mode mode)
-    {
-        SUPER(JumpCenterPoint, XMLPort, xmlelement, mode);
-    }
-
-    void JumpCenterPoint::changedGametype()
-    {
-        SUPER(JumpCenterPoint, changedGametype);
-
-        // Check, whether it's still Jump.
-        this->checkGametype();
-    }
-
-    void JumpCenterPoint::checkGametype()
-    {
-        if (this->getGametype() != NULL && this->getGametype()->isA(Class(Jump)))
-        {
-            Jump* jumpGametype = orxonox_cast<Jump*>(this->getGametype().get());
-            jumpGametype->setCenterpoint(this);
-        }
-    }
-
-
-}
Index: code/branches/pickupsFS14/src/modules/jump/JumpCenterPoint.h
===================================================================
--- code/branches/pickupsFS14/src/modules/jump/JumpCenterPoint.h	(revision 10050)
+++ 	(revision )
@@ -1,58 +1,0 @@
-/*
- *   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 JumpCenterPoint.h
-    @brief Declaration of the JumpCenterPoint class.
-    @ingroup Jump
-*/
-
-#ifndef _JumpCenterPoint_H__
-#define _JumpCenterPoint_H__
-
-#include "jump/JumpPrereqs.h"
-
-#include "worldentities/StaticEntity.h"
-
-namespace orxonox
-{
-    class _JumpExport JumpCenterPoint : public StaticEntity
-    {
-        public:
-            JumpCenterPoint(Context* context); //checks whether the gametype is actually Jump.
-
-            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
-
-            virtual void changedGametype(); //!< Is called when the gametype has changed.
-        private:
-            void checkGametype();
-
-    };
-}
-
-#endif /* _JumpCenterPoint_H__ */
Index: code/branches/pickupsFS14/src/modules/jump/JumpShip.cc
===================================================================
--- code/branches/pickupsFS14/src/modules/jump/JumpShip.cc	(revision 10050)
+++ 	(revision )
@@ -1,194 +1,0 @@
-/*
- *   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.cc
-    @brief Implementation of the JumpShip class.
-*/
-
-#include "JumpShip.h"
-
-#include "core/CoreIncludes.h"
-#include "core/XMLPort.h"
-#include "Jump.h"
-
-namespace orxonox
-{
-    RegisterClass(JumpShip);
-
-    JumpShip::JumpShip(Context* context) : SpaceShip(context)
-    {
-        RegisterObject(JumpShip);
-
-        //speed = 500;
-        //isFireing = false;
-        //damping = 10;
-        leftPressed = false;
-        rightPressed = false;
-        upPressed = false;
-        downPressed = false;
-        yVelocity = 0;
-    }
-
-    void JumpShip::tick(float dt)
-    {
-
-
-    	Vector3 movement(0,0,0);
-        Vector3 shipPosition = getPosition();
-
-    	// Berechne Bewegung anhand der Eingabe
-    	if (leftPressed == true)
-    	{
-    		movement -= Vector3(xVelocity, 0, 0);
-    		leftPressed = false;
-    	}
-    	else if (rightPressed == true)
-    	{
-    		movement += Vector3(xVelocity, 0, 0);
-    		rightPressed = false;
-    	}
-
-    	if (upPressed == true)
-    	{
-    		//movement += Vector3(0, xVelocity, 0);
-    		yVelocity = ySpeedAfterJump;
-    		upPressed = false;
-    	}
-    	else if (downPressed == true)
-    	{
-    		movement -= Vector3(0, 0, 0);
-    		downPressed = false;
-    	}
-
-    	movement += Vector3(0, yVelocity, 0);
-    	yVelocity -= yAcceleration;
-
-    	// Skalierung der Bewegung je nach vergangener Zeit
-    	movement *= dt;
-
-    	// Verschiebe das Schiff um den berechneten Vektor movement und verhindere Verlassen des Bildschrims
-    	shipPosition.x = clamp(shipPosition.x + movement.x, -xBoundary, xBoundary);
-		shipPosition.y += movement.y;
-
-    	setPosition(shipPosition);
-
-    	SUPER(JumpShip, tick, dt);
-    }
-/*
-    void JumpShip::updateLevel()
-    {
-        lastTime = 0;
-        if (getGame())
-            getGame()->levelUp();
-    }*/
-
-    void JumpShip::moveFrontBack(const Vector2& value)
-    {
-    	if (value.y < 0)
-    	{
-    		downPressed = true;
-    	}
-    	else if (value.y > 0)
-    	{
-    		upPressed = true;
-    	}
-        //lastTimeLeft = 0;
-        //desiredVelocity.x = -value.x * speed;
-    }
-
-    void JumpShip::moveRightLeft(const Vector2& value)
-    {
-    	if (value.x < 0)
-    	{
-    		leftPressed = true;
-    	}
-    	else if (value.x > 0)
-    	{
-    		rightPressed = true;
-    	}
-        //lastTimeFront = 0;
-        //desiredVelocity.y = value.y * speed * 42;
-    }
-
-    /*
-    void JumpShip::boost(bool bBoost)
-    {
-        isFireing = bBoost;
-    }
-    inline bool JumpShip::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint)
-    {
-        // orxout() << "touch!!! " << endl; //<< otherObject << " at " << contactPoint;
-        WeakPtr<JumpEnemy> enemy = orxonox_cast<JumpEnemy*>(otherObject);
-        WeakPtr<Projectile> shot = orxonox_cast<Projectile*>(otherObject);
-        // ensure that this gets only called once per enemy.
-        if (enemy != NULL && lastEnemy != enemy)
-        {
-            lastEnemy = enemy;
-
-            removeHealth(20);
-            if (getGame())
-            {
-                getGame()->multiplier = 1;                   
-            }
-        }
-        // was shot, decrease multiplier
-        else if (shot != NULL  && lastShot != shot)
-        {
-            if (getGame() && orxonox_cast<JumpEnemy*>(shot->getShooter()) != NULL)
-            {
-                if (getGame()->multiplier > 1)
-                {
-                    lastShot = shot;
-                    getGame()->multiplier -= 1;     
-                }
-            }
-        }
-        return false;
-        // SUPER(JumpShip, collidesAgainst, otherObject, contactPoint);
-    }
-
-    void JumpShip::death()
-    {
-        getGame()->costLife();
-        SpaceShip::death();
-    }
-*/
-    WeakPtr<Jump> JumpShip::getGame()
-    {
-        if (game == NULL)
-        {
-            for (ObjectList<Jump>::iterator it = ObjectList<Jump>::begin(); it != ObjectList<Jump>::end(); ++it)
-            {
-                game = *it;
-            }
-        }
-        return game;
-    }
-
-}
Index: code/branches/pickupsFS14/src/modules/jump/JumpShip.h
===================================================================
--- code/branches/pickupsFS14/src/modules/jump/JumpShip.h	(revision 10050)
+++ 	(revision )
@@ -1,107 +1,0 @@
-/*
- *   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<Jump> getGame();
-            WeakPtr<Jump> game;
-            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<JumpEnemy> lastEnemy;
-            //WeakPtr<Projectile> lastShot;
-
-            /*
-            struct Velocity
-            {
-                float x;
-                float y;
-            } velocity, desiredVelocity;*/
-
-            bool leftPressed;
-            bool rightPressed;
-            bool upPressed;
-            bool downPressed;
-
-            float yVelocity;
-            const float yAcceleration = 10.0f;
-            const float ySpeedAfterJump = 300.0f;
-    };
-}
-
-#endif /* _JumpShip_H__ */
