[10005] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Florian Zinggeler |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file JumpShip.h |
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| 31 | @brief Declaration of the JumpShip class. |
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| 32 | */ |
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| 33 | |
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| 34 | #ifndef _JumpShip_H__ |
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| 35 | #define _JumpShip_H__ |
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| 36 | |
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| 37 | #include "jump/JumpPrereqs.h" |
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| 38 | |
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| 39 | #include "worldentities/pawns/SpaceShip.h" |
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| 40 | #include "graphics/Camera.h" |
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| 41 | #include "weapons/projectiles/Projectile.h" |
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[10022] | 42 | #include "JumpPlatform.h" |
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[10005] | 43 | |
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| 44 | namespace orxonox |
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| 45 | { |
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| 46 | class _JumpExport JumpShip : public SpaceShip |
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| 47 | { |
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| 48 | public: |
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| 49 | JumpShip(Context* context); |
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| 50 | |
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| 51 | virtual void tick(float dt); |
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| 52 | |
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| 53 | // overwrite for 2d movement |
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| 54 | virtual void moveFrontBack(const Vector2& value); |
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| 55 | virtual void moveRightLeft(const Vector2& value); |
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| 56 | /* |
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| 57 | // Starts or stops fireing |
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| 58 | virtual void boost(bool bBoost); |
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[10017] | 59 | */ |
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[10005] | 60 | //no rotation! |
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| 61 | virtual void rotateYaw(const Vector2& value){}; |
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| 62 | virtual void rotatePitch(const Vector2& value){}; |
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| 63 | //return to main menu if game has ended. |
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[10017] | 64 | virtual void rotateRoll(const Vector2& value){}; |
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[10005] | 65 | |
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[10017] | 66 | /*virtual void updateLevel(); |
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[10005] | 67 | |
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| 68 | virtual inline bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint); |
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| 69 | |
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| 70 | protected: |
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| 71 | virtual void death();*/ |
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| 72 | private: |
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| 73 | WeakPtr<Jump> getGame(); |
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| 74 | WeakPtr<Jump> game; |
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[10017] | 75 | const float xVelocity = 150.0f; |
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| 76 | const float xBoundary = 200.0f; |
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| 77 | |
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| 78 | |
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[10005] | 79 | //bool isFireing; |
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| 80 | //float speed; |
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| 81 | //float damping |
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| 82 | //float posforeward; |
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| 83 | //float lastTimeFront; |
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| 84 | //float lastTimeLeft; |
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| 85 | //float lastTime; |
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| 86 | //WeakPtr<JumpEnemy> lastEnemy; |
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| 87 | //WeakPtr<Projectile> lastShot; |
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| 88 | |
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| 89 | /* |
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| 90 | struct Velocity |
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| 91 | { |
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| 92 | float x; |
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| 93 | float y; |
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| 94 | } velocity, desiredVelocity;*/ |
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| 95 | |
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[10017] | 96 | bool leftPressed; |
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| 97 | bool rightPressed; |
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| 98 | bool upPressed; |
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| 99 | bool downPressed; |
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[10005] | 100 | |
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[10017] | 101 | float yVelocity; |
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| 102 | const float yAcceleration = 10.0f; |
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| 103 | const float ySpeedAfterJump = 300.0f; |
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[10005] | 104 | }; |
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| 105 | } |
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| 106 | |
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| 107 | #endif /* _JumpShip_H__ */ |
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