- Timestamp:
- Nov 30, 2017, 6:34:56 PM (6 years ago)
- File:
-
- 1 edited
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code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2DShip.h
r11608 r11613 45 45 //#include "Asteroids2DCenterPoint.h" 46 46 47 #include "tools/Timer.h" 48 49 47 50 namespace orxonox 48 51 { … … 61 64 virtual void boost(bool bBoost) override; 62 65 63 //no rotation! 64 virtual void rotateYaw(const Vector2& value) override{}; 65 virtual void rotatePitch(const Vector2& value) override{}; 66 //no rotation in x and z direction! 67 virtual void rotateYaw(const Vector2& value) override{}; // Rotate in yaw direction. 68 virtual void rotatePitch(const Vector2& value) override{}; // Rotate in pitch direction. 69 virtual void rotateRoll(const Vector2& value) override{}; // Rotate in roll direction. 66 70 67 //return to main menu if game has ended. 68 virtual void rotateRoll(const Vector2& value) override{if (getGame()) if (getGame()->bEndGame) getGame()->end();}; 71 69 72 70 73 virtual void updateLevel(); … … 74 77 float speed, damping, posforeward; 75 78 bool isFireing; 79 void showposition(); 76 80 77 81 protected: … … 80 84 private: 81 85 Asteroids2D* getGame(); 86 float width, height; 82 87 WeakPtr<Asteroids2D> game; 83 88 WeakPtr<WorldEntity> lastEntity; … … 89 94 } velocity, desiredVelocity; 90 95 96 Timer timer; 91 97 }; 92 98 }
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