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Timestamp:
Nov 27, 2017, 5:00:59 PM (6 years ago)
Author:
vyang
Message:

Asteroids2D erfolgreich als Minigame eingebunden, Dimensionen des Spielfeldes werden im CenterPoint gesetzt.

File:
1 edited

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  • code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2D.h

    r11593 r11608  
    5050#include "gamestates/GSLevel.h"
    5151#include "chat/ChatManager.h"
    52 
     52#include <vector>
    5353
    5454// ! HACK
     
    5858
    5959#include "gametypes/Deathmatch.h"
     60#include "tools/Timer.h"
    6061
    6162namespace orxonox
     
    6970            virtual void start() override;
    7071            virtual void end() override;
     72
    7173            virtual void tick(float dt) override;
     74
     75            virtual void playerPreSpawn(PlayerInfo* player) override;
     76
     77            void levelUp();
     78
     79            int getLives(){return this->lives;}
     80            int getLevel(){return this->level;}
     81            int getPoints(){return this->point;}
     82            int getMultiplier(){return this->multiplier;}
    7283
    7384            void setCenterpoint(Asteroids2DCenterPoint* center)
    7485                       { this->center_ = center; }
     86            virtual void addBots(unsigned int amount) override{} //<! overwrite function in order to bypass the addbots command
    7587
    76             virtual void addBots(unsigned int amount) override{} //<! overwrite function in order to bypass the addbots command
     88            // checks if multiplier should be reset.
     89            void costLife();
     90
    7791            bool bEndGame;
     92            bool bShowLevel;
     93            int lives;
     94            int multiplier;
     95            float counter;
     96            int pattern;
     97            float currentPosition;
     98            float lastPosition;
    7899
    79100       private:
    80 
     101            Timer endGameTimer;
    81102
    82103            Asteroids2DShip* getPlayer();
    83104            WeakPtr<Asteroids2DShip> player;
     105            std::vector<Asteroids2DCube*> cubeList;
     106            void toggleShowLevel(){bShowLevel = !bShowLevel;}
     107            void addPoints(int numPoints);
     108
    84109            WeakPtr<Asteroids2DCenterPoint> center_;
     110            int level;
     111            int point;
     112            bool b_combo;
     113
     114            Timer enemySpawnTimer;
     115            Timer comboTimer;
     116            Timer showLevelTimer;
    85117
    86118
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