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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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