fysxasteroids/asteroids/ShipEntity.h

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#ifndef _SHIPENTITY_H
#define _SHIPENTITY_H
#include "EntityBase.h"
#include "AsteroidsEnums.h"
#include "Sprite.h"
namespace asteroids {
struct ShipEntityPhysicState : public Engine::EntityPhysicState {
ShipEntityPhysicState () {
mType = GameEntityTypeShip;
mBaseType = Engine::EntityBaseTypeActor;
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mAcceleration = 10.;
mMaxSpeed = 10.;
mRotationSpeed = 180.;
}
virtual ~ShipEntityPhysicState() {};
float mAcceleration;
float mMaxSpeed;
float mRotationSpeed;
};
struct ShipEntity: public Engine::EntityBase {
enum State {
Idle = 0,
Accelerating,
Rotating,
Shooting,
Dying
};
ShipEntity () {
mType = GameEntityTypeShip;
mBaseType = Engine::EntityBaseTypeActor;
mAlive = true;
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mState = Idle;
mAttackTimer = 0.;
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}
virtual ~ShipEntity() {};
virtual void Attack ();
virtual void Update (float delta_sec);
virtual bool CollisionEvent (Engine::EntityBase *entity, vector3d point, vector3d normal);
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bool mAlive;
float mFadeTimer;
float mAttackTimer;
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State mState;
static Engine::Variable VarAcceleration;
static Engine::Variable VarMaxSpeed;
static Engine::Variable VarRotationSpeed;
static Engine::Variable VarMaxAttackRate;
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};
}
#endif // _SHIPENTITY_H