- Timestamp:
- Nov 27, 2017, 5:00:59 PM (6 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2DShip.h
r11593 r11608 55 55 56 56 // 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; 59 59 60 60 // Starts or stops fireing … … 62 62 63 63 //no rotation! 64 virtual void rotateYaw(const Vector2& value) override{}; 64 65 virtual void rotatePitch(const Vector2& value) override{}; 65 66 66 67 //return to main menu if game has ended. 67 68 virtual void rotateRoll(const Vector2& value) override{if (getGame()) if (getGame()->bEndGame) getGame()->end();}; 69 70 virtual void updateLevel(); 68 71 69 72 virtual inline bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) override;
Note: See TracChangeset
for help on using the changeset viewer.