/* * 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 InvaderEnemy.h @brief Declaration of the InvaderEnemy class. */ #ifndef _InvaderEnemy_H__ #define _InvaderEnemy_H__ #include "invader/InvaderPrereqs.h" #include "worldentities/pawns/Pawn.h" namespace orxonox { class _InvaderExport InvaderEnemy : public Pawn { public: InvaderEnemy(Context* context); virtual void tick(float dt); virtual bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint); virtual void damage(float damage, float healthdamage, float shielddamage, Pawn* originator, const btCollisionShape* cs); virtual void setPlayer(InvaderShip* player){this->player = player;} int level; protected: Invader* getGame(); WeakPtr game; WeakPtr player; Camera* camera; bool isFireing; float speed, damping; float lastTimeFront, lastTimeLeft; float lifetime; struct Velocity { float x; float y; } velocity, desiredVelocity; }; } #endif /* _InvaderEnemy_H__ */