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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/Asteroids2DShip.h

    r11593 r11608  
    5555
    5656            // overwrite for 2d movement
    57             virtual void moveFrontBack(const Vector2& value) override;
    58             virtual void moveRightLeft(const Vector2& value) override;
     57            //virtual void moveFrontBack(const Vector2& value) override;
     58            //virtual void moveRightLeft(const Vector2& value) override;
    5959
    6060            // Starts or stops fireing
     
    6262
    6363            //no rotation!
     64            virtual void rotateYaw(const Vector2& value) override{};
    6465            virtual void rotatePitch(const Vector2& value) override{};
    6566
    6667            //return to main menu if game has ended.
    6768            virtual void rotateRoll(const Vector2& value) override{if (getGame()) if (getGame()->bEndGame) getGame()->end();};
     69
     70            virtual void updateLevel();
    6871
    6972            virtual inline bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) override;
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