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source: code/branches/Asteroid_HS17/src/modules/asteroids/AsteroidsStone.h @ 11555

Last change on this file since 11555 was 11555, checked in by vyang, 7 years ago

Level file: korrekte Kameraposition, Raumschiff bewegt sich nicht, schiesst aber → wird AsteroidsShip ueberhaupt geladen? AsteroidsShip: neue Steuerung (vgl Jump, Rotation muss noch angepasst werden)

File size: 2.1 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Florian Zinggeler
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file AsteroidsStone.h
31    @brief Declaration of the AsteroidsStone class.
32*/
33
34#ifndef _AsteroidsStone_H__
35#define _AsteroidsStone_H__
36
37#include "asteroids/AsteroidsPrereqs.h"
38
39#include "worldentities/Pawn.h"
40#include "core/object/Context.h"
41
42namespace orxonox
43{
44    class _AsteroidsExport AsteroidsStone : public Pawn
45    {
46        public:
47            AsteroidsStone(Context* context);
48            virtual void tick(float dt) override;
49
50            //Es gibt 3 Groessen von Meteroiden gross, mittel, klein, gross ->2 mittleren, mittel -> 2 kleinen, kleine-> verschwinden
51            int size;
52
53            virtual void setAsteroidsPlayer(AsteroidsShip* player){this->player = player;}
54            virtual bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) override;
55
56
57
58        protected:
59
60            Asteroids* getGame();
61            WeakPtr<Asteroids> game;
62
63            virtual void death() override;
64
65
66            //herausfinden->ueber Kamera Einstellung wie bei Pong?
67            float fieldWidth_;
68            float fieldHeight_;
69            Vector2 velocity;
70            float maxspeed;
71            float direction;
72
73    };
74}
75
76#endif /* _AsteroidsStone_H__ */
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