/* * 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 DodgeRaceShip.h @brief Declaration of the DodgeRaceShip class. */ #ifndef _DodgeRaceShip_H__ #define _DodgeRaceShip_H__ #include "dodgerace2/DodgeRacePrereqs.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "worldentities/pawns/SpaceShip.h" #include "graphics/Camera.h" #include "weapons/projectiles/Projectile.h" #include "DodgeRace.h" // Is necessary for getGame function //#include "DodgeRaceCenterPoint.h" namespace orxonox { class _DodgeRaceExport DodgeRaceShip : public SpaceShip { public: DodgeRaceShip(Context* context); virtual void tick(float dt); // overwrite for 2d movement virtual void moveFrontBack(const Vector2& value); virtual void moveRightLeft(const Vector2& value); // Starts or stops fireing virtual void boost(bool bBoost); //no rotation! virtual void rotateYaw(const Vector2& value){}; virtual void rotatePitch(const Vector2& value){}; //return to main menu if game has ended. virtual void rotateRoll(const Vector2& value){if (getGame()) if (getGame()->bEndGame) getGame()->end();}; virtual void updateLevel(); float speed, damping, posforeward; bool isFireing; protected: virtual void death(); private: virtual inline bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint); WeakPtr getGame(); WeakPtr game; WeakPtr lastShot; WeakPtr lastEntity; Camera* camera; float lastTimeFront, lastTimeLeft, lastTime; struct Velocity { float x; float y; } velocity, desiredVelocity; }; } #endif /* _DodgeRaceShip_H__ */