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[1777] | 1 | #include "dxstdafx.h"
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| 2 | #include "Ship.h"
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| 3 |
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| 4 | Ship::Ship(void)
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| 5 | {
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| 6 | accelerate = brake = turnLeft = turnRight = false;
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| 7 | velocity = D3DXVECTOR2(1,1);
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| 8 | angularVelocity = 0.0;
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| 9 | }
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| 10 |
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| 11 | Ship::~Ship(void)
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| 12 | {
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| 13 | }
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| 14 |
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| 15 | void Ship::Move(double elapsedTime)
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| 16 | {
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| 17 | if(accelerate)
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| 18 | {
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| 19 | velocity += direction/100;
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| 20 | }
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| 21 | if(brake)
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| 22 | {
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| 23 | velocity *= 0.5;
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| 24 | }
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| 25 | if(turnLeft)
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| 26 | {
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| 27 | if(angularVelocity < 0.174532925) //10 degrees
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| 28 | angularVelocity += 0.8 * elapsedTime;
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| 29 | }
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| 30 | if(turnRight)
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| 31 | {
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| 32 | if(angularVelocity > -0.174532925)
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| 33 | angularVelocity -= 0.8 * elapsedTime;
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| 34 | }
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| 35 |
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| 36 | velocity = D3DXVECTOR2(cos(-angularVelocity * elapsedTime) * velocity.x + sin(-angularVelocity * elapsedTime) * velocity.y, -sin(-angularVelocity * elapsedTime) * velocity.x + cos(-angularVelocity * elapsedTime) * velocity.y);
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| 37 | direction = D3DXVECTOR2(cos(-angularVelocity * elapsedTime) * direction.x + sin(-angularVelocity * elapsedTime) * direction.y, -sin(-angularVelocity * elapsedTime) * direction.x + cos(-angularVelocity * elapsedTime) * direction.y);
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| 38 | position += velocity * elapsedTime;
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| 39 | }
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