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source: code/branches/Asteroid_HS17/src/modules/asteroids2D/Asteroids2DShip.h @ 11662

Last change on this file since 11662 was 11660, checked in by vyang, 7 years ago

Projektile fliegen in 2D Ebene, jedoch in eine falsche Richtung. Kommentare hinzugefuegt

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[11593]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 Asteroids2DShip.h
31    @brief Declaration of the Asteroids2DShip class.
32*/
33
34#ifndef _Asteroids2DShip_H__
35#define _Asteroids2DShip_H__
36
37
38#include "asteroids2D/Asteroids2DPrereqs.h"
39
[11643]40
[11593]41#include "core/XMLPort.h"
42#include "worldentities/pawns/SpaceShip.h"
[11643]43#include "weapons/WeaponsPrereqs.h"
[11593]44#include "graphics/Camera.h"
45
46#include "Asteroids2D.h" // Is necessary for getGame function
47//#include "Asteroids2DCenterPoint.h"
[11643]48#include "Asteroids2DStone.h"
[11593]49
[11613]50#include "tools/Timer.h"
51
52
[11593]53namespace orxonox
54{
55    class _Asteroids2DExport Asteroids2DShip : public SpaceShip
56    {
57        public:
58            Asteroids2DShip(Context* context);
59
60            virtual void tick(float dt) override;
61
[11613]62            //no rotation in x and z direction!
63            virtual void rotatePitch(const Vector2& value) override{}; // Rotate in pitch direction.
64            virtual void rotateRoll(const Vector2& value) override{}; // Rotate in roll direction.
[11660]65            virtual void boost(bool boost) override;
[11608]66            virtual void updateLevel();
67
[11593]68            virtual inline bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) override;
69
[11660]70            float speed, damping;
[11593]71            bool isFireing;
[11613]72            void showposition();
[11660]73            void showorientation();
[11645]74            void toggleImmune()
75            {
76                bImmune = !bImmune;
77            }
[11593]78
79        protected:
80            virtual void death() override;
81
82        private:
83            Asteroids2D* getGame();
[11643]84
[11613]85            float width, height;
[11593]86            WeakPtr<Asteroids2D> game;
[11645]87            bool bImmune;
[11613]88            Timer timer;
[11645]89            Timer isimmune;
[11593]90    };
91}
92
93#endif /* _Asteroids2DShip_H__ */
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