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Ignore:
Timestamp:
Oct 30, 2017, 4:04:29 PM (8 years ago)
Author:
vyang
Message:

Files hinzugefuegt, versucht Aehnlichkeiten mit anderen minigames (dodgerace, invader) zu finden. Testlevel noch zu bearbeiten. Gametype Asteroids crashed immer noch

File:
1 edited

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  • code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsStone.h

    r11506 r11516  
    3232*/
    3333
    34 #ifndef _InvaderEnemy_H__
    35 #define _InvaderEnemy_H__
     34#ifndef _AsteroidsStone_H__
     35#define _AsteroidsStone_H__
    3636
    37 #include "invader/InvaderPrereqs.h"
     37#include "asteroids/AsteroidsPrereqs.h"
    3838
    39 #include "worldentities/pawns/Pawn.h"
     39#include "worldentities/MovableEntity.h"
    4040
    4141namespace orxonox
    4242{
    43     class _InvaderExport InvaderEnemy : public Pawn
     43    class _AsteroidsExport AsteroidsStone : public MovableEntity
    4444    {
    4545        public:
    46             InvaderEnemy(Context* context);
     46            AsteroidsStone(Context* context);
     47            virtual void tick(float dt) override;
    4748
    48             virtual void tick(float dt) override;
    49             virtual bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) override;
    50             virtual void damage(float damage, float healthdamage, float shielddamage, Pawn* originator, const btCollisionShape* cs) override;
    51             virtual void setInvaderPlayer(InvaderShip* player){this->player = player;}
    52 
     49            float r;
    5350            int level;
    5451        protected:
    55             Invader* getGame();
    56             WeakPtr<Invader> game;
    57             WeakPtr<InvaderShip> player;
    58             Camera* camera;
    59             bool isFireing;
    60             float speed, damping;
    61             float lastTimeFront, lastTimeLeft;
    62             float lifetime;
    63             struct Velocity
    64             {
    65                 float x;
    66                 float y;
    67             } velocity, desiredVelocity;
     52            float fieldWidth_;
     53            float fieldHeight_;
     54            Vector2 velocity;
     55            float maxspeed;
     56
     57
    6858
    6959    };
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