/* * 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 OrxyRoadShip.h @brief Declaration of the OrxyRoadShip class. */ #ifndef _OrxyRoadShip_H__ #define _OrxyRoadShip_H__ #include "OrxyRoadPrereqs.h" #include "core/XMLPort.h" #include "worldentities/pawns/SpaceShip.h" #include "graphics/Camera.h" #include "OrxyRoad.h" // Is necessary for getGame function #include "OrxyRoadCenterPoint.h" namespace orxonox { class _OrxyRoadExport OrxyRoadShip : public SpaceShip { public: OrxyRoadShip(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{if (getGame()) if (getGame()->bEndGame) getGame()->end();}; virtual void updateLevel(); virtual inline bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) override; float speed, damping, posforeward; bool isFireing; bool steeredLeft, steeredRight, forward, backward; protected: virtual void death() override; private: OrxyRoad* getGame(); WeakPtr game; WeakPtr lastEntity; Camera* camera; float lastTimeFront, lastTimeLeft, lastTime; struct Velocity { float x; float y; } velocity, desiredVelocity; }; } #endif /* _OrxyRoadShip_H__ */