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source: code/trunk/src/modules/asteroids2D/Asteroids2DShip.h @ 12251

Last change on this file since 12251 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 *      Florian Zinggeler
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file Asteroids2DShip.h
31    @brief Declaration of the Asteroids2DShip class.
32*/
33
34#ifndef _Asteroids2DShip_H__
35#define _Asteroids2DShip_H__
36
37
38#include "asteroids2D/Asteroids2DPrereqs.h"
39
40#include "worldentities/pawns/SpaceShip.h"
41#include "tools/Timer.h"
42
43namespace orxonox
44{
45    class _Asteroids2DExport Asteroids2DShip : public SpaceShip
46    {
47        public:
48            Asteroids2DShip(Context* context);
49
50            virtual void tick(float dt) override;
51
52            //no rotation in x and z direction!
53            virtual void rotatePitch(const Vector2& value) override{}; // Rotate in pitch direction.
54            virtual void rotateRoll(const Vector2& value) override{}; // Rotate in roll direction.
55            virtual void boost(bool boost) override; //Override, so that the ship does not shake
56            virtual void updateLevel();
57
58            virtual inline bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) override;
59           
60            /*Functions that can be helpful while debugging.
61                - Set a timer so that the function is called for instance every 3s to display the coordinates
62                - Open console with "~`"-key in when you start the Asteroids2D - Minigame.
63            */
64            void showposition();
65            void showorientation();
66
67
68            void toggleImmune()
69            {
70                bImmune = !bImmune;
71            }
72
73        protected:
74            virtual void death() override;
75
76        private:
77            Asteroids2D* getGame();
78
79            float width, height;
80            WeakPtr<Asteroids2D> game;
81            bool bImmune;
82            Timer timer;
83            Timer isimmune;
84    };
85}
86
87#endif /* _Asteroids2DShip_H__ */
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