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Ignore:
Timestamp:
Dec 3, 2013, 8:18:15 PM (12 years ago)
Author:
zifloria
Message:

End game screen. Eye candy. Gameplay tweaks

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/invaders/src/modules/invader/InvaderShip.h

    r9829 r9868  
    4545    {
    4646        public:
    47             InvaderShip(Context* context); //!< Constructor. Registers and initializes the object.
    48             virtual ~InvaderShip() {}
     47            InvaderShip(Context* context);
    4948
    5049            virtual void tick(float dt);
    5150
     51            // overwrite for 2d movement
    5252            virtual void moveFrontBack(const Vector2& value);
    5353            virtual void moveRightLeft(const Vector2& value);
    5454
    55             virtual void boost(bool bBoost); // Starts or stops fireing
     55            // Starts or stops fireing
     56            virtual void boost(bool bBoost);
    5657
    5758            //no rotation!
    5859            virtual void rotateYaw(const Vector2& value){};
    5960            virtual void rotatePitch(const Vector2& value){};
    60             virtual void rotateRoll(const Vector2& value){};
     61            //return to main menu if game has ended.
     62            virtual void rotateRoll(const Vector2& value){if (getGame()) if (getGame()->bEndGame) getGame()->end();};
    6163
    6264            virtual void updateLevel();
    6365
    64             // *InvaderShip getShip(){return this;}
    6566            virtual inline bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint);
    6667        private:
    67 
    6868            WeakPtr<Invader> getGame();
    6969            WeakPtr<Invader> game;
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