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source: code/trunk/src/modules/asteroids2D/Asteroids2D.h @ 12131

Last change on this file since 12131 was 11781, checked in by landauf, 7 years ago

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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 *      Viviane Yang
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29
30
31/**
32    @file Asteroids2D.h
33    @brief Gametype:
34     - Goal: Survive as long as you can, do not collide with stones
35     - spawns stones in every level up
36     - if you shoot and hit a stone, it will spit into two smaller stones
37    @ingroup Asteroids2D
38*/
39
40#ifndef _Asteroids2D_H__
41#define _Asteroids2D_H__
42
43#include "asteroids2D/Asteroids2DPrereqs.h"
44
45#include "gametypes/Deathmatch.h"
46#include "tools/Timer.h"
47
48namespace orxonox
49{
50
51    class _Asteroids2DExport Asteroids2D : public Deathmatch
52    {
53       public:
54            Asteroids2D(Context* context);
55
56            virtual void start() override;
57            virtual void end() override;
58
59            //updates the game every few ns
60            virtual void tick(float dt) override;
61
62            virtual void playerPreSpawn(PlayerInfo* player) override;
63
64            void levelUp();
65
66
67            //For HUD
68            int getLives(){return this->lives;}
69            int getLevel(){return this->level;}
70            int getPoints(){return this->point;}
71            int getMultiplier(){return this->multiplier;}
72
73            //Generate Stones
74            void spawnStone();
75            void setCenterpoint(Asteroids2DCenterPoint* center);
76
77            void addPoints(int numPoints);
78            virtual void addBots(unsigned int amount) override{} //<! overwrite function in order to bypass the addbots command
79
80            // checks if multiplier should be reset.
81            void costLife();
82
83            //Returns player (ship) of the game
84            Asteroids2DShip* getPlayer();
85
86            bool bEndGame;
87            bool bShowLevel;
88            int lives;
89            int multiplier;
90
91
92       private:
93
94
95
96            WeakPtr<PlayerInfo> playerInfo_;
97            void toggleShowLevel(){bShowLevel = !bShowLevel;}
98
99            WeakPtr<Asteroids2DCenterPoint> center_;
100            int level;
101            int point;
102            bool b_combo, firstTick_;
103
104            Timer comboTimer;
105            Timer showLevelTimer;
106            Timer levelupTimer;
107            Timer endGameTimer;
108
109
110    };
111}
112
113#endif /* _Asteroids2D_H__ */
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