/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * 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 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Florian Zinggeler * Co-authors: * ... * */ /** @file FlappyOrxShip.h @brief Declaration of the FlappyOrxShip class. */ #ifndef _FlappyOrxShip_H__ #define _FlappyOrxShip_H__ #include "flappyorx/FlappyOrxPrereqs.h" #include "weapons/WeaponsPrereqs.h" #include "worldentities/pawns/SpaceShip.h" namespace orxonox { class _FlappyOrxExport FlappyOrxShip : public SpaceShip { public: FlappyOrxShip(Context* context); virtual void tick(float dt) override; // overwrite for 2d movement virtual void moveFrontBack(const Vector2& value) override; virtual void moveRightLeft(const Vector2& value) override; // Starts or stops fireing virtual void boost(bool bBoost) override; //no rotation! virtual void rotateYaw(const Vector2& value) override{}; virtual void rotatePitch(const Vector2& value) override{}; //return to main menu if game has ended. virtual void rotateRoll(const Vector2& value) override; inline void setSpeed( float speed ) { orxout() << "speed set: " << speed << endl; this->speed = speed; } inline float getSpeed( ) { return this->speed; } inline void setGravity( float gravity ) { this->gravity = gravity; } inline float getGravity() { return this->gravity; } inline void setUpwardThrust( float UpwardThrust ) { this->UpwardThrust = UpwardThrust; } inline float getUpwardThrust() { return this->UpwardThrust; } virtual void updateLevel(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); protected: virtual void death() override; private: FlappyOrx* getGame(); WeakPtr game; Camera* camera; bool isFlapping; bool isDead; float speed, UpwardThrust, gravity; struct Velocity { float x; float y; } velocity; }; } #endif /* _FlappyOrxShip_H__ */