- Timestamp:
- Dec 4, 2017, 4:17:43 PM (6 years ago)
- File:
-
- 1 edited
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code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2DShip.cc
r11617 r11637 37 37 38 38 #include "Asteroids2DShip.h" 39 #include "Asteroids2DStone.h" 39 40 #include "core/CoreIncludes.h" 40 41 … … 89 90 } 90 91 91 /* void Asteroids2DShip::moveFrontBack(const Vector2& value)92 {93 //lastTimeFront = 0;94 //desiredVelocity.y = value.y * speed * 42;95 orxout() << "FrontBack" << endl;96 SUPER(Asteroids2DShip, moveFrontBack, value);97 }98 99 void Asteroids2DShip::moveRightLeft(const Vector2& value)100 {101 //lastTimeLeft = 0;102 //desiredVelocity.x = value.x * speed;103 orxout() << "RightLeft" << endl;104 SUPER(Asteroids2DShip, moveFrontBack, value);105 }106 */107 92 void Asteroids2DShip::boost(bool bBoost) 108 93 { … … 112 97 inline bool Asteroids2DShip::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) 113 98 { 114 115 99 removeHealth(100); 116 this->death();100 getGame()->addPoints(10); 117 101 return false; 118 102 }
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