1 | #include "OrxoBloxShip.h" |
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2 | #include "OrxoBlox.h" |
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3 | #include "core/CoreIncludes.h" |
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4 | |
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5 | namespace orxonox |
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6 | { |
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7 | RegisterClass(OrxoBloxShip); |
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8 | |
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9 | OrxoBloxShip::OrxoBloxShip(Context* context) : SpaceShip(context) |
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10 | { |
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11 | RegisterObject(OrxoBloxShip); |
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12 | |
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13 | this->bImmune = false; |
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14 | this->width = 120; |
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15 | this->height = 100; |
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16 | orxout() << "SPACESHIP Spawned" << std::endl; |
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17 | |
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18 | //timer.setTimer(3.5f, true, createExecutor(createFunctor(&OrxoBloxShip::showorientation, this))); |
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19 | } |
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20 | |
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21 | //Use this function to display your position on the field -> to determine field width and height |
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22 | void OrxoBloxShip::showposition() |
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23 | { |
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24 | Vector3 pos = this->getPosition(); |
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25 | orxout() << "x = "<< pos.x << " y = " << pos.y << " z = "<< pos.z << endl; |
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26 | } |
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27 | |
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28 | //Same thing for orientation |
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29 | void OrxoBloxShip::showorientation() |
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30 | { |
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31 | Quaternion ort = this->getOrientation(); |
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32 | orxout() << "w = " << ort.w << " x = " << ort.x << " y = " << ort.y << "z = " << ort.z << endl; |
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33 | } |
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34 | |
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35 | void OrxoBloxShip::tick(float dt) |
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36 | { |
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37 | Vector3 pos = this->getPosition(); |
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38 | |
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39 | //ensure that the ship stays in playing field |
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40 | if(pos.x > width/2) pos.x = -width/2; |
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41 | if(pos.x < -width/2) pos.x = width/2; |
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42 | if(pos.z > height/2) pos.z = -height/2; |
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43 | if(pos.z < -height/2) pos.z = height/2; |
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44 | |
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45 | //2D movement, position should always = 0 on y-axis |
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46 | if(pos.y!=0) pos.y = 0; |
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47 | this->setPosition(pos); |
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48 | |
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49 | |
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50 | //if you hit an asteroid, the ship will turn -> you need to reorientate the ship |
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51 | Quaternion ort = this->getOrientation(); |
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52 | ort.x = 0; |
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53 | ort.z = 0; |
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54 | this->setOrientation(ort); |
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55 | } |
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56 | |
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57 | void OrxoBloxShip::boost(bool bBoost) |
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58 | { |
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59 | } |
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60 | |
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61 | } |
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62 | |
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