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source: code/branches/pickupsFS14/src/modules/jump/JumpShip.h @ 10035

Last change on this file since 10035 was 10032, checked in by fvultier, 11 years ago

Neue Platformen werden zur Laufzeit hinzugefugt, wenn sich die Ansicht nach oben verschiebt. Eigene Modelle importieren funktioniert.

File size: 3.0 KB
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[10005]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 JumpShip.h
31    @brief Declaration of the JumpShip class.
32*/
33
34#ifndef _JumpShip_H__
35#define _JumpShip_H__
36
37#include "jump/JumpPrereqs.h"
38
39#include "worldentities/pawns/SpaceShip.h"
40#include "graphics/Camera.h"
41#include "weapons/projectiles/Projectile.h"
[10022]42#include "JumpPlatform.h"
[10005]43
44namespace orxonox
45{
46    class _JumpExport JumpShip : public SpaceShip
47    {
48        public:
49            JumpShip(Context* context);
50
51            virtual void tick(float dt);
52
53            // overwrite for 2d movement
54            virtual void moveFrontBack(const Vector2& value);
55            virtual void moveRightLeft(const Vector2& value);
56/*
57            // Starts or stops fireing
58            virtual void boost(bool bBoost);
[10017]59*/
[10005]60            //no rotation!
61            virtual void rotateYaw(const Vector2& value){}; 
62            virtual void rotatePitch(const Vector2& value){};
63            //return to main menu if game has ended.
[10017]64            virtual void rotateRoll(const Vector2& value){};
[10005]65
[10017]66            /*virtual void updateLevel();
[10005]67
68            virtual inline bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint);
69
70        protected:
71            virtual void death();*/
72        private:
73            WeakPtr<Jump> getGame();
74            WeakPtr<Jump> game;
[10017]75            const float xVelocity = 150.0f;
76            const float xBoundary = 200.0f;
77
78
[10005]79            //bool isFireing;
80            //float speed;
81            //float damping
82            //float posforeward;
83            //float lastTimeFront;
84            //float lastTimeLeft;
85            //float lastTime;
86            //WeakPtr<JumpEnemy> lastEnemy;
87            //WeakPtr<Projectile> lastShot;
88
89            /*
90            struct Velocity
91            {
92                float x;
93                float y;
94            } velocity, desiredVelocity;*/
95
[10017]96            bool leftPressed;
97            bool rightPressed;
98            bool upPressed;
99            bool downPressed;
[10005]100
[10017]101            float yVelocity;
102            const float yAcceleration = 10.0f;
103            const float ySpeedAfterJump = 300.0f;
[10005]104    };
105}
106
107#endif /* _JumpShip_H__ */
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