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@@ -10,58 +10,58 @@
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// Inhalt der Ship Klasse aus Ship.h
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// Konstruktor
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-Ship::Ship( Model2DData *data, Vec2< float > p, Vec2< float > s, float r )
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+Ship::Ship( Model2DData* data, Vec2< float > p, Vec2< float > s, float r )
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: Model2DObject()
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{
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- for( auto i = data->polygons->getIterator(); i; i++ )
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+ for( const Polygon2D& i : *data->polygons )
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{
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- if( i._.name->istGleich( "engine_l" ) )
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+ if( i.name->istGleich( "engine_l" ) )
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{
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- stL = *i._.schwerpunkt;
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+ stL = *i.schwerpunkt;
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Vertex l, r;
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for( int j = 0; j < 4; j++ )
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{
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- if( i._.tKordinaten->get( j ).y == 1.f )
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+ if( i.tKordinaten->get( j ).y == 1.f )
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{
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- if( i._.tKordinaten->get( j ).x == 0.f )
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- l = i._.vertex->get( j );
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- if( i._.tKordinaten->get( j ).x == 1.f )
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- r = i._.vertex->get( j );
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+ if( i.tKordinaten->get( j ).x == 0.f )
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+ l = i.vertex->get( j );
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+ if( i.tKordinaten->get( j ).x == 1.f )
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+ r = i.vertex->get( j );
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}
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}
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- kL = ( ( l + ( r - l ) * 0.5 ) - stL );
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+ kL = ((l + (r - l) * 0.5) - stL);
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}
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- if( i._.name->istGleich( "engine_r" ) )
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+ if( i.name->istGleich( "engine_r" ) )
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{
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- stR = *i._.schwerpunkt;
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+ stR = *i.schwerpunkt;
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Vertex l, r;
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for( int j = 0; j < 4; j++ )
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{
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- if( i._.tKordinaten->get( j ).y == 1.f )
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+ if( i.tKordinaten->get( j ).y == 1.f )
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{
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- if( i._.tKordinaten->get( j ).x == 0.f )
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- l = i._.vertex->get( j );
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- if( i._.tKordinaten->get( j ).x == 1.f )
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- r = i._.vertex->get( j );
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+ if( i.tKordinaten->get( j ).x == 0.f )
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+ l = i.vertex->get( j );
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+ if( i.tKordinaten->get( j ).x == 1.f )
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+ r = i.vertex->get( j );
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}
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}
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- kR = ( ( l + ( r - l ) * 0.5 ) - stR );
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+ kR = ((l + (r - l) * 0.5) - stR);
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}
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- if( i._.name->istGleich( "engine_m" ) )
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+ if( i.name->istGleich( "engine_m" ) )
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{
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- stM = *i._.schwerpunkt;
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+ stM = *i.schwerpunkt;
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Vertex l, r;
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for( int j = 0; j < 4; j++ )
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{
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- if( i._.tKordinaten->get( j ).y == 1.f )
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+ if( i.tKordinaten->get( j ).y == 1.f )
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{
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- if( i._.tKordinaten->get( j ).x == 0.f )
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- l = i._.vertex->get( j );
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- if( i._.tKordinaten->get( j ).x == 1.f )
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- r = i._.vertex->get( j );
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+ if( i.tKordinaten->get( j ).x == 0.f )
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+ l = i.vertex->get( j );
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+ if( i.tKordinaten->get( j ).x == 1.f )
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+ r = i.vertex->get( j );
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}
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}
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- kM = ( ( l + ( r - l ) * 0.5 ) - stM );
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+ kM = ((l + (r - l) * 0.5) - stM);
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}
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}
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rSpeed = 0;
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@@ -79,7 +79,7 @@ Ship::~Ship()
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#define sgn( x ) x < 0 ? -1 : 1
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// nicht constant
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-bool Ship::istGetroffen( Schuss *zSchuss )
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+bool Ship::istGetroffen( Schuss* zSchuss )
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{
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if( getMasse() < 40 * 40 )
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return 0;
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@@ -91,14 +91,14 @@ bool Ship::istGetroffen( Schuss *zSchuss )
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return 0;
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}
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-void Ship::setTexture( Textur2D *zFlammenM, Textur2D *zFlammenL, Textur2D *zFlammenR, Bild *textur )
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+void Ship::setTexture( Textur2D* zFlammenM, Textur2D* zFlammenL, Textur2D* zFlammenR, Bild* textur )
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{
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- Textur2D *txt = new Textur2D();
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+ Textur2D* txt = new Textur2D();
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txt->setTexturZ( textur );
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setTextur( txt, "ship" );
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- setTextur( dynamic_cast<Textur2D *>( zFlammenL->getThis() ), "engine_l" );
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- setTextur( dynamic_cast<Textur2D *>( zFlammenR->getThis() ), "engine_r" );
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- setTextur( dynamic_cast<Textur2D *>( zFlammenM->getThis() ), "engine_m" );
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+ setTextur( dynamic_cast<Textur2D*>(zFlammenL->getThis()), "engine_l" );
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+ setTextur( dynamic_cast<Textur2D*>(zFlammenR->getThis()), "engine_r" );
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+ setTextur( dynamic_cast<Textur2D*>(zFlammenM->getThis()), "engine_m" );
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}
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void Ship::setPRS( Vec2< float > p, Vec2< float > s, float r, float rSpeed )
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@@ -114,19 +114,19 @@ void Ship::setTastenst
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tastenstände = ts;
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}
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-bool Ship::tick( const WeltInfo &info, double zeit )
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+bool Ship::tick( const WeltInfo& info, double zeit )
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{
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- if( ( tastenstände | 1 ) == tastenstände )
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+ if( (tastenstände | 1) == tastenstände )
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{
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impuls( getWorldPos( stM ), getWorldDir( kM ) * (float)zeit * 10 );
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}
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- if( ( tastenstände | 2 ) == tastenstände )
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+ if( (tastenstände | 2) == tastenstände )
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{
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- impuls( getWorldPos( stL ), getWorldDir( kL ) * ( (float)zeit * 10 ) );
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+ impuls( getWorldPos( stL ), getWorldDir( kL ) * ((float)zeit * 10) );
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}
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- if( ( tastenstände | 4 ) == tastenstände )
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+ if( (tastenstände | 4) == tastenstände )
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{
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- impuls( getWorldPos( stR ), getWorldDir( kR ) * ( (float)zeit * 10 ) );
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+ impuls( getWorldPos( stR ), getWorldDir( kR ) * ((float)zeit * 10) );
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}
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speed /= 1.01f;
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rSpeed /= 1.01f;
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@@ -134,18 +134,18 @@ bool Ship::tick( const WeltInfo &info, double zeit )
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}
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// constant
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-void Ship::save( Datei *zD ) const
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+void Ship::save( Datei* zD ) const
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{
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- zD->schreibe( (char *)&position.x, 4 );
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- zD->schreibe( (char *)&position.y, 4 );
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- zD->schreibe( (char *)&speed.x, 4 );
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- zD->schreibe( (char *)&speed.y, 4 );
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+ zD->schreibe( (char*)&position.x, 4 );
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+ zD->schreibe( (char*)&position.y, 4 );
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+ zD->schreibe( (char*)&speed.x, 4 );
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+ zD->schreibe( (char*)&speed.y, 4 );
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float r = getDrehung();
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- zD->schreibe( (char *)&r, 4 );
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- zD->schreibe( (char *)&rSpeed, 4 );
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+ zD->schreibe( (char*)&r, 4 );
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+ zD->schreibe( (char*)&rSpeed, 4 );
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}
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-Schuss *Ship::getSchuss() const
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+Schuss* Ship::getSchuss() const
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{
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Vertex pos = position;
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Vertex sp = Vec2<float>( cos( getDrehung() ), sin( getDrehung() ) ) * 200 + getSpeed();
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