Index: branches/single_player_map/src/world_entities/space_ships/spacecraft_2d.cc
===================================================================
--- branches/single_player_map/src/world_entities/space_ships/spacecraft_2d.cc	(revision 9045)
+++ branches/single_player_map/src/world_entities/space_ships/spacecraft_2d.cc	(revision 9045)
@@ -0,0 +1,521 @@
+/*
+   orxonox - the future of 3D-vertical-scrollers
+
+   Copyright (C) 2004 orx
+
+   This program is free software; you can redistribute it and/or modify
+   it under the terms of the GNU General Public License as published by
+   the Free Software Foundation; either version 2, or (at your option)
+   any later version.
+
+### File Specific:
+   main-programmer: Benjamin Grauer
+   co-programmer: ...
+
+*/
+
+#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
+
+#include "spacecraft_2d.h"
+
+#include "weapons/weapon_manager.h"
+#include "weapons/test_gun.h"
+#include "weapons/turret.h"
+#include "weapons/cannon.h"
+
+#include "util/loading/factory.h"
+#include "key_mapper.h"
+#include "state.h"
+
+#include "graphics_engine.h"
+#include "dot_emitter.h"
+#include "sprite_particles.h"
+
+#include "debug.h"
+
+CREATE_FACTORY(Spacecraft2D, CL_SPACECRAFT_2D);
+
+/**
+ *  destructs the spacecraft_2d, deletes alocated memory
+ */
+Spacecraft2D::~Spacecraft2D ()
+{
+  this->setPlayer(NULL);
+}
+
+/**
+ * @brief loads a Spacecraft2D information from a specified file.
+ * @param fileName the name of the File to load the spacecraft_2d from (absolute path)
+ */
+Spacecraft2D::Spacecraft2D(const std::string& fileName)
+{
+  this->init();
+  TiXmlDocument doc(fileName);
+
+  if(!doc.LoadFile())
+  {
+    PRINTF(2)("Loading file %s failed for Spacecraft2D.\n", fileName.c_str());
+    return;
+  }
+
+  this->loadParams(doc.RootElement());
+}
+
+/**
+ * @brief creates a new Spaceship from Xml Data
+ * @param root the xml element containing spaceship data
+
+   @todo add more parameters to load
+*/
+Spacecraft2D::Spacecraft2D(const TiXmlElement* root)
+{
+  this->init();
+  if (root != NULL)
+    this->loadParams(root);
+
+  //weapons:
+  Weapon* wpRight = new TestGun(0);
+  wpRight->setName("testGun Right");
+  Weapon* wpLeft = new TestGun(1);
+  wpLeft->setName("testGun Left");
+  //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_HYPERBLASTER));
+
+  //  cannon->setName("BFG");
+
+  this->addWeapon(wpLeft, 1, 0);
+  this->addWeapon(wpRight,1 ,1);
+  //this->addWeapon(cannon, 0, 2);
+
+  this->getWeaponManager().changeWeaponConfig(1);
+  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
+
+  this->loadModel("models/ships/hoverglider_mainbody.obj");
+}
+
+
+/**
+ * @brief initializes a Spacecraft2D
+ */
+void Spacecraft2D::init()
+{
+  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
+  this->setClassID(CL_SPACECRAFT_2D, "Spacecraft2D");
+
+  this->setSupportedPlaymodes(Playable::Full3D | Playable::Horizontal | Playable::Vertical);
+
+  this->loadModel("models/ships/hoverglider_wing.obj", 1.0f, 3);
+  this->loadModel("models/ships/hoverglider_turbine.obj", 1.0f, 4);
+  this->loadModel("models/ships/hoverglider_turbine_rotors.obj", 1.0f, 5);
+
+  bForward = bBackward = bLeft = bRight = bAscend = bDescend = false;
+  mouseSensitivity = 0.005;
+
+  this->rotorSpeed = 1000.0f;
+  this->rotorCycle = 0.0f;
+  this->cameraLook = 0.0f;
+  this->rotation = 0.0f;
+  this->acceleration = 10.0f;
+  this->airFriction = 2.0f;
+
+  this->setHealthMax(100);
+  this->setHealth(100);
+
+
+  // camera - issue
+  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
+  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
+  //this->cameraNode.setParentMode(PNODE_ROTATE_MOVEMENT);
+  //this->cameraNode.setParent(this);
+
+  // rotors
+  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT );
+  this->wingNodeLeft.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
+  this->wingNodeLeft.setParent(this);
+  this->wingNodeLeft.setRelCoor(-1.5, -.3, -1.0);
+  this->rotorNodeLeft.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
+  this->rotorNodeLeft.setParent(&this->wingNodeLeft);
+  this->rotorNodeLeft.setRelCoor(0, 1.0, -2.3);
+
+  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
+  this->wingNodeRight.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
+  this->wingNodeRight.setParent(this);
+  this->wingNodeRight.setRelCoor(-1.5, -0.3, 1.0);
+  this->rotorNodeRight.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
+  this->rotorNodeRight.setParent(&this->wingNodeRight);
+  this->rotorNodeRight.setRelCoor(0, 1.0, 2.3);
+
+  // PARTICLES
+  this->burstEmitter[0] = new DotEmitter(200, 5.0, .01);
+  this->burstEmitter[0]->setParent(&this->rotorNodeLeft);
+  this->burstEmitter[0]->setRelCoor(0, -0.7, 0);
+  this->burstEmitter[0]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
+  this->burstEmitter[0]->setName("Spacecraft2D_Burst_emitter_Left");
+
+  this->burstEmitter[1] = new DotEmitter(200, 5.0, .01);
+  this->burstEmitter[1]->setParent(&this->rotorNodeRight);
+  this->burstEmitter[1]->setRelCoor(0, -0.7, 0);
+  this->burstEmitter[1]->setRelDir(Quaternion(-M_PI_2, Vector(0,0,1)));
+  this->burstEmitter[1]->setName("Spacecraft2D_Burst_emitter_Right");
+
+
+  this->burstSystem = new SpriteParticles(1000);
+  this->burstSystem->addEmitter(this->burstEmitter[0]);
+  this->burstSystem->addEmitter(this->burstEmitter[1]);
+  this->burstSystem->setName("SpaceShip_Burst_System");
+  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
+  this->burstSystem->setLifeSpan(1.0, .3);
+  this->burstSystem->setRadius(0.0, 1.5);
+  this->burstSystem->setRadius(0.05, 1.8);
+  this->burstSystem->setRadius(.5, .8);
+  this->burstSystem->setRadius(1.0, 0);
+  this->burstSystem->setColor(0.0, .7,.7,1,.5);
+  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
+  this->burstSystem->setColor(0.5, .5,.5,.8,.3);
+  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
+
+
+  //add events to the eventlist of the Playable
+  this->registerEvent(KeyMapper::PEV_FORWARD);
+  this->registerEvent(KeyMapper::PEV_BACKWARD);
+  this->registerEvent(KeyMapper::PEV_LEFT);
+  this->registerEvent(KeyMapper::PEV_RIGHT);
+  this->registerEvent(KeyMapper::PEV_UP);
+  this->registerEvent(KeyMapper::PEV_DOWN);
+  this->registerEvent(KeyMapper::PEV_FIRE1);
+  this->registerEvent(KeyMapper::PEV_NEXT_WEAPON);
+  this->registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
+  this->registerEvent(EV_MOUSE_MOTION);
+
+  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
+
+  // WEAPON_MANAGER configuration
+  this->getWeaponManager().setSlotCount(5);
+
+  this->getWeaponManager().setSlotPosition(0, Vector(-0.28, 1.186, -2.750), &this->wingNodeLeft);
+  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
+
+  this->getWeaponManager().setSlotPosition(1, Vector(-0.28, 1.186, 2.750), &this->wingNodeRight);
+  this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
+
+  this->getWeaponManager().setSlotPosition(2, Vector(-1.63, .809, -.003));
+  this->getWeaponManager().setSlotCapability(2, WTYPE_HEAVY);
+
+  /// TODO: THESE ARE TOO MUCH
+  this->getWeaponManager().setSlotPosition(3, Vector(-1.63, .678, -.652));
+  this->getWeaponManager().setSlotDirection(3, Quaternion(-24/180 * M_PI, Vector(1,0,0)));
+
+  this->getWeaponManager().setSlotPosition(4, Vector(-1.63, .678, .652));
+  this->getWeaponManager().setSlotDirection(4, Quaternion(24/180 * M_PI, Vector(1,0,0)));
+
+  this->cameraNode.setRelCoor(1,5,0);
+  this->getWeaponManager().getFixedTarget()->setParent(&this->cameraNode);
+  this->getWeaponManager().getFixedTarget()->setRelCoor(1000,0,0);
+
+  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
+  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
+  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
+  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
+  registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) );
+  registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) );
+  //registerVar( new SynchronizeableQuaternion( &direction, &direction, "direction", PERMISSION_OWNER ) );
+  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
+  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
+}
+
+/**
+ * @brief loads the Settings of a Spacecraft2D from an XML-element.
+ * @param root the XML-element to load the Spaceship's properties from
+ */
+void Spacecraft2D::loadParams(const TiXmlElement* root)
+{
+  Playable::loadParams(root);
+}
+
+void Spacecraft2D::setPlayDirection(const Quaternion& rot, float speed)
+{
+  this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
+}
+
+void Spacecraft2D::enter()
+{
+  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
+
+  if (State::getCameraNode != NULL)
+  {
+    State::getCameraNode()->setParentSoft(&this->cameraNode);
+    State::getCameraNode()->setRelCoorSoft(-10, 0,0);
+    State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
+  }
+}
+
+void Spacecraft2D::leave()
+{
+  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
+  this->detachCamera();
+
+}
+
+
+/**
+ * @brief effect that occurs after the Spacecraft2D is spawned
+*/
+void Spacecraft2D::postSpawn ()
+{
+  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
+}
+
+/**
+ * @brief the action occuring if the spacecraft_2d left the game
+*/
+void Spacecraft2D::leftWorld ()
+{}
+
+/**
+ * @brief this function is called, when two entities collide
+ * @param entity: the world entity with whom it collides
+ *
+ * Implement behaviour like damage application or other miscellaneous collision stuff in this function
+ */
+void Spacecraft2D::collidesWith(WorldEntity* entity, const Vector& location)
+{
+  Playable::collidesWith(entity, location);
+}
+
+
+
+/**
+ * @brief the function called for each passing timeSnap
+ * @param time The timespan passed since last update
+*/
+void Spacecraft2D::tick (float dt)
+{
+  //  this->debugNode(1);
+  Playable::tick(dt);
+
+  // spaceship controlled movement
+  this->movement(dt);
+  this->rotorCycle += this->rotorSpeed * dt;
+
+  // TRYING TO FIX PNode.
+  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
+  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
+}
+
+/**
+ * @brief calculate the velocity
+ * @param time the timeslice since the last frame
+*/
+void Spacecraft2D::movement (float dt)
+{
+  Vector accel(0.0, 0.0, 0.0);
+
+  if( this->bForward )
+  {
+    accel += Vector(this->acceleration, 0, 0);
+  }
+
+  if( this->bBackward )
+  {
+    accel -= Vector(this->acceleration, 0, 0);
+  }
+  if( this->bLeft)
+  {
+    accel -= Vector(0, 0, this->acceleration);
+  }
+
+  if( this->bRight)
+  {
+    accel += Vector(0, 0, this->acceleration);
+  }
+
+  if (this->bAscend )
+  {
+    accel += Vector(0, this->acceleration, 0);
+  }
+  if (this->bDescend )
+  {
+    accel -= Vector(0, this->acceleration, 0);
+  }
+
+  switch(this->getPlaymode())
+  {
+    case Playable::Full3D:
+      {
+        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
+
+        // this is the air friction (necessary for a smooth control)
+        Vector damping = (this->velocity * this->airFriction);
+
+
+        this->velocity += (accelerationDir - damping)* dt;
+        this->shiftCoor (this->velocity * dt);
+
+        // limit the maximum rotation speed.
+        if (this->rotation != 0.0f)
+        {
+          float maxRot = 10.0 * dt;
+          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
+          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
+          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
+
+          this->rotation = 0.0f;
+        }
+
+        this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
+
+        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
+        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
+
+        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
+        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
+      }
+      break;
+
+    case Playable::Horizontal:
+      {
+        accel.y = 0.0;
+        Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
+        accelerationDir.y = 0.0;
+
+        // this is the air friction (necessary for a smooth control)
+        Vector damping = (this->velocity * this->airFriction);
+
+
+        this->velocity += (accelerationDir - damping)* dt;
+        this->shiftCoor (this->velocity * dt);
+
+        // limit the maximum rotation speed.
+        if (this->rotation != 0.0f)
+        {
+          float maxRot = 10.0 * dt;
+          if (unlikely(this->rotation > maxRot)) this->rotation = maxRot;
+          if (unlikely(this->rotation < -maxRot)) this->rotation = -maxRot;
+          this->direction *= Quaternion(-M_PI/4.0*this->rotation, Vector(0,1,0));
+
+          this->rotation = 0.0f;
+        }
+
+        this->setRelDirSoft(this->direction, 5);
+
+        this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
+        this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation, Vector(0,0,1)), 5);
+
+        this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
+        this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation, Vector(0,0,1)), 5);
+      }
+      break;
+
+    case Playable::Vertical:
+    {
+      accel.z = 0;
+      Vector accelerationDir = this->getAbsDir().apply(accel * this->acceleration);
+      accelerationDir.z=0;
+
+        // this is the air friction (necessary for a smooth control)
+      Vector damping = (this->velocity * this->airFriction);
+
+      this->velocity += (accelerationDir - damping)* dt;
+      this->shiftCoor (this->velocity * dt);
+
+      this->setRelDirSoft(this->direction * Quaternion(-cameraLook, Vector(0,0,1)), 5);
+
+      this->wingNodeLeft.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
+      this->rotorNodeLeft.setRelDirSoft(Quaternion(-accel.x * .07+this->rotation + cameraLook, Vector(0,0,1)), 5);
+
+      this->wingNodeRight.setRelDirSoft(Quaternion(accel.z * .05 +this->rotation, Vector(1,0,0)), 5);
+      this->rotorNodeRight.setRelDirSoft(Quaternion(-accel.x*.07 -this->rotation + cameraLook, Vector(0,0,1)), 5);
+    }
+    break;
+    default:
+      PRINTF(2)("Playmode %s Not Implemented\n", Playable::playmodeToString(this->getPlaymode()).c_str());
+  }
+}
+
+
+void Spacecraft2D::draw() const
+{
+  Vector tmpRot;
+  WorldEntity::draw();
+
+  glPushMatrix();
+  /// LEFT SIDE
+  glTranslatef (this->wingNodeLeft.getAbsCoor ().x,
+                this->wingNodeLeft.getAbsCoor ().y,
+                this->wingNodeLeft.getAbsCoor ().z);
+  tmpRot = this->wingNodeLeft.getAbsDir().getSpacialAxis();
+  glRotatef (this->wingNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
+  this->getModel(3)->draw();
+  glPopMatrix ();
+
+  glPushMatrix();
+  glTranslatef (this->rotorNodeLeft.getAbsCoor ().x,
+                this->rotorNodeLeft.getAbsCoor ().y,
+                this->rotorNodeLeft.getAbsCoor ().z);
+  tmpRot = this->rotorNodeLeft.getAbsDir().getSpacialAxis();
+  glRotatef (this->rotorNodeLeft.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
+  this->getModel(4)->draw();
+  glRotatef(this->rotorCycle, 0,1,0);
+  this->getModel(5)->draw();
+  glPopMatrix ();
+
+  /// RIGHT SIDE
+  glPushMatrix();
+  glTranslatef (this->wingNodeRight.getAbsCoor ().x,
+                this->wingNodeRight.getAbsCoor ().y,
+                this->wingNodeRight.getAbsCoor ().z);
+  tmpRot = this->wingNodeRight.getAbsDir().getSpacialAxis();
+  glRotatef (this->wingNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
+  glScalef(1,1,-1);
+  this->getModel(3)->draw();
+  glPopMatrix ();
+
+  glPushMatrix();
+  glTranslatef (this->rotorNodeRight.getAbsCoor ().x,
+                this->rotorNodeRight.getAbsCoor ().y,
+                this->rotorNodeRight.getAbsCoor ().z);
+  tmpRot = this->rotorNodeRight.getAbsDir().getSpacialAxis();
+  glRotatef (this->rotorNodeRight.getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
+  glScalef(1,1,-1);
+  this->getModel(4)->draw();
+  glRotatef(this->rotorCycle, 0,1,0);
+  this->getModel(5)->draw();
+  glPopMatrix ();
+}
+
+/**
+ * @todo switch statement ??
+ */
+void Spacecraft2D::process(const Event &event)
+{
+  Playable::process(event);
+
+  if( event.type == KeyMapper::PEV_LEFT)
+    this->bLeft = event.bPressed;
+  else if( event.type == KeyMapper::PEV_RIGHT)
+    this->bRight = event.bPressed;
+  else if( event.type == KeyMapper::PEV_UP)
+    this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0);
+  else if( event.type == KeyMapper::PEV_DOWN)
+    this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0);
+  else if( event.type == KeyMapper::PEV_FORWARD)
+    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
+  else if( event.type == KeyMapper::PEV_BACKWARD)
+    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
+  else if( event.type == EV_MOUSE_MOTION)
+  {
+    float xMouse, yMouse;
+    xMouse = event.xRel*mouseSensitivity;
+    yMouse = event.yRel*mouseSensitivity;
+
+    // rotate the Player around the y-axis
+    this->rotation += xMouse;
+
+    this->cameraLook += yMouse;
+    // rotate the Camera around the z-axis
+    if (cameraLook > M_PI_4)
+      cameraLook = M_PI_4;
+    else if (cameraLook < -M_PI_4)
+      cameraLook = -M_PI_4;
+    //this->cameraNode.setRelDirSoft(this->direction,10);
+  }
+}
Index: branches/single_player_map/src/world_entities/space_ships/spacecraft_2d.h
===================================================================
--- branches/single_player_map/src/world_entities/space_ships/spacecraft_2d.h	(revision 9045)
+++ branches/single_player_map/src/world_entities/space_ships/spacecraft_2d.h	(revision 9045)
@@ -0,0 +1,76 @@
+
+/*!
+ * @file spacecraft_2d.h
+ * Implements the Control of a Spacecraft2D
+ */
+
+#ifndef _SPACECRAFT_2D_H
+#define _SPACECRAFT_2D_H
+
+#include "playable.h"
+
+// Forward Declaration
+class ParticleEmitter;
+class ParticleSystem;
+
+class Spacecraft2D : public Playable
+{
+  public:
+    Spacecraft2D(const std::string& fileName);
+    Spacecraft2D(const TiXmlElement* root = NULL);
+    virtual ~Spacecraft2D();
+
+    virtual void loadParams(const TiXmlElement* root);
+    virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f);
+    virtual void enter();
+    virtual void leave();
+
+    virtual void postSpawn();
+    virtual void leftWorld();
+
+    virtual void collidesWith(WorldEntity* entity, const Vector& location);
+    virtual void tick(float dt);
+    virtual void draw() const;
+
+    virtual void process(const Event &event);
+
+  private:
+    void init();
+    void movement(float dt);
+
+  private:
+    bool                  bForward;           //!< forward button pressed.
+    bool                  bBackward;          //!< backward button pressed.
+    bool                  bLeft;              //!< left button pressed.
+    bool                  bRight;             //!< right button pressed.
+    bool                  bAscend;            //!< ascend button pressed.
+    bool                  bDescend;           //!< descend button presses.
+
+    int                   yInvert;
+    float                 mouseSensitivity;   //!< the mouse sensitivity
+
+    PNode                 wingNodeLeft;
+    PNode                 wingNodeRight;
+    PNode                 rotorNodeLeft;
+    PNode                 rotorNodeRight;
+
+    PNode                 cameraNode;
+    float                 cameraLook;
+    float                 rotation;
+
+   // Vector                velocity;           //!< the velocity of the Spacecraft2D.
+    Quaternion            direction;          //!< the direction of the Spacecraft2D.
+    float                 travelSpeed;        //!< the current speed of the Hove (to make soft movement)
+    float                 acceleration;       //!< the acceleration of the Spacecraft2D.
+    float                 airFriction;        //!< AirFriction.
+
+    float                 rotorSpeed;         //!< the speed of the rotor.
+    float                 rotorCycle;         //!< The Cycle the rotor is in.
+
+    float                 airViscosity;
+
+    ParticleEmitter*      burstEmitter[2];
+    ParticleSystem*       burstSystem;
+};
+
+#endif /* _SPACECRAFT_2DS_H */
